Thursday, April 28, 2011

The Blood Elf Problem

How to differentiate normal Elves from Blood Elves (and should I bother)?

For starters, just on elves in general, D&D has two elvish races in elves and eladrin, and it strikes me that both fit the stereotype of Elves in Earthdawn, so my feeling there is to include both, and probably as is. While the eladrin fey-step power isn't something that has a clear place in the mechanics of Earthdawn, it is well in keeping with the lore and mythology of the nature of Eathdawn's Elves.

Non mechanical, or mechanics light options seem to range from doing nothing, to making a one or more Blood Elf backgrounds and leaving it at that.

At the other end of the spectrum is making a Blood Elves into separate race from Elves. Eladrin could possibly be twisted to do the trick, and someone on an RPG.net forum suggested using Tieflings who have some thematic commonalities with Blood Elves. My big problem with using Tieflings is that Infernal Wrath doesn't seem to fit. Re-skinning it to be something akin to Duergar Beard Quills doesn't really help - I just can't see the Blood Elf thorns being launched at the enemy. Eladrin don't run a-fowl and any real mechanical problems for me, but I'm none too thrilled with the idea of adding a third elven race option - I really prefer something that represents a smaller divergence between normal Elves and their thorny kin.

A theme (a la Dark Sun) could also be an interesting avenue to explore - my only real fear with themes is that it's easy to be concerned that they tip game balance. A character with a theme has a mechanical advantage - even if that advantage is just an "at will power level" encounter power that grants them a one off combat option their unthemeed lacks. The implication of which is that a good set of other themes would need to be rolled out as well, and I'm not sure that I'm willing to go there.

Middle of the road options along the lines of the Wood, Wild, Sun and Moon Elf feats could be good, though a feat is a high cost to pay.

Earthdawn's lack of mechanical differentiation implies that going to heavy on the difference it's right so perhaps simple options like the feats and background are the way to go.


Background:

Blood Elf
Pre-requisite: Elf, eladrin
You gain the Blood Elf Bloodline
Born in the Wyrmwood, others wonder at the thorns impaling you, and the effect they must have on you and your way of thinking. Does constant pain drive you towards madness or does it force you to rise above such petty concerns?
Associated Skills: Endurance, perception

Feats:

Blood Elf Resiliance [Blood Elf Bloodline]
Pre-requisite: Eladrin
Benefit: If you use your fey step power when you are bloodied and no allies are within 5 squares of you, you can spend a healing surge as a free action.

Blood Elf Endurance [Blood Elf Bloodline]
Pre-requisite: Elf or eladrin
Benefit: You gain the Endure Pain utility power.

Fortitude from Thorns [Blood Elf Bloodline]
Pre-requisite: Blood elf bloodline
Benefit: You gain a +2 untyped bonus to fortitude, and at the start of your turn can make a saving throw against one effect caused by an attack on your fortitude.

Willpower from Thorns [Blood Elf Bloodline]
Pre-requisite: Blood elf bloodline
Benefit: You gain a +2 untyped bonus to willpower, and at the start of your turn can make a saving throw against one effect caused by an attack on your willpower.


Tell me what you think in the comments.

Monday, April 25, 2011

Monday's Map #2

Who or what can be found in the cave? Do the provisions, boats and campsite belong to the occupants of the cave? Or to a group that has gone into the cave? Or to the player characters?

Why is the bed roll so large? Especially in comparison to the boats?

What danger lurks in the trees?


Built using two sets of Caverns of Icewind Dale, as well as a 4x4 water tile, a 4x8 water tile and the 2x4 boat from the Desert of Athas set. Until I set out to build this, I had not realized how limited the coastal tiles in Caverns of Icewind Dale were, and so I've borrowed some of the "cave" tiles, using the black edges to represent water.

Saturday, April 23, 2011

Crypt of Lost Secrets

The stairs open into a raised platform in the center a large room. Below the platform are two more tiers each set five feet further lower,


On the middle tier set in faded red stone is the image of skull, and below that on bottom tier of the room lie eight crypts with six itentical statues of a man missing a hand, with an eye bandaged over.

Surrounding the lower tier, level with the middle tier, the walls off the room are set with nooks large enough for a person to stand in.

Behind you, on your platform the floor tiles are enscribed with elvish characters, except a gap where one tile is missing. To either side, five feet higher up the floor is enscribed with similar lettering.




Encounter 2400 XP
Level 10
Opponents 7
Shadow of Vecna x6


The Shadows of Vecna lie dormant within the statues until a crypt is opened (Hard DC Athletics to open).

When a Shadow regenerates, it should be described as energy flowing from the center floor cypher, to the Shadow.

The three four by four sectons of script on the south side of the chamber are a puzzle.

The script is in the secret cypher of Vecna, though the characters are elvish. The word missing from the middle four by four block is Vecna, and the other two side each compose a different prayer to the dark god but each uses the same words, which are then repeated in the middle block.

The middle block can be rearranged. Standing on a tile that is in the same row or column as empty tile, causes that tile and all between it and the empty tile to slide one square towards the empty tile.

Rearranging the center block into the prayer on the eastern block causes the Shadows that came from the eastern three statues to cease regenerating, and gain vulnerable 5 to all damage. Rearranging the center block into the prayer on the western block causes the same to Shadows from the western crypts.

The puzzle can be solved either by handing over a real world version (online one can seen here http://migo.sixbit.org/puzzles/fifteen/ amongst other places).

With the real world puzzle, a player whose character can see the board can spend a minor action to study the puzzle without moving the pieces for 30s, and a player whose character is on one of the puzzle spaces, can spend a move action to move the pieces for 20s or a standard, move and minor action to move the pieces for 60s. After completing one configuration, scramble the pieces, for the next configuration.

Alternately the puzzle can be solved via a skill challenge. Religion, Dungeoneering and Arcana as primary skills DC18 (standard action, or move action if also attempting with a standard action), DC26 (move action), and the character must be standing on a square on the the grid. Insight and Perception DC26 (minor action) from a character who can see the puzzle to grant a +5 bonus to the next primary check. The puzzle is completed when a net 4 successes have been obtained.

At the end of any action in which a player moves pieces, the DM rolls 2d4 to determine where on the grid the empty spot winds up, and the player rolls 2d4 to determine where on the 4x4 grid they wind up. If they roll the missing number, they can pick a ending position.

Setup: The characters are exploring a dungeon, temple or the like, and have descended the stairs.

Illumination: None.

Stairs: The stair squares block line of sight, count as difficult terrain for anyone going up them, and can only be entered from the upper right corner.

Notes: The combination of being insubstantial and having regeneration 20 (slightly more than a healing surge for these creatures) should make them very difficult to drop. Defeating the shadows without solving the puzzle should be possible but difficult. If the party is coasting the encounter, you could alter it on fly by allowing an unsolved half of the puzzle to regenerate, or by restarting the encounter each time they open a crypt, if the puzzles have not been solved.

Treasure: There should be something in the crypts - what depends too much on your party for me to dictate, but it should somehow relate to the god of secrets. I had planned a book written in the same script and cypher as the floor tiles, containing yet to be determined secrets. To a collector the book would have great monetary value. To the servants of Vecna, the book would be priceless, definitely worth killing for, and most certainly a hook into future adventures.



This encounter was inspired while listening to the most recent episode of the tome show, I wrote it up and was all prepared to send my players through it, but as I was gathering materials for the game, real life got in the way. Despite my daughter having at least two or three of these puzzles somewhere in her room, I couldn't find them. Since I really wanted the prop, I've shelved the puzzle. For now...

Monday, April 18, 2011

Monday's Map #1

An abandoned building in the Shadowfell where the characters stopped for the night (or what passes for night in a land of eternal gloom).

The characters are attacked by a band of scavengers of some description, and during the fight the the broken statue in the well room is knocked over revealing stairs spiraling downwards. But where do they lead? 

To whom do the graves belong? Do they rest there still?

Thursday, March 31, 2011

The easy races; representing Earthdawn Orks and Humans in Dungeons and Dragons 4e

Earthdawn Orks and Humans are real easy to map onto D&D races. We already have Humans and Half-Orcs have a long history in the game, so really this is just a case of ensuring that the flavor is right.

For Humans, 4e already riffs on Earthdawn's Human versatility, though I would like to add feats to take it up a notch. Versatile Talent, Dilettante and Journeyman's Viewpoint run with this giving Human characters access to extra multiclass feats, as well as to that other aspects of 4e versatility: Half elven dilettante, as well as related feats that enhance half elven versatility.


Versatile Talent
Prerequisite: Human
Benefit: You gain the multiclass versatility bard class feature.

Dilettante
Prerequisite: Human
Benefit: You gain the Dilettante half-elf race feature. Chose a level 1 at will attack power from a class different from yours. You can use that power as an encounter power.

Journeyman's Viewpoint
Prerequisite: Human
Benefit: You can take feats that have half-elf as a prerequisite, and gain a +2 feat bonus to Insight.

For Orks, Half Orc is a great fit. In Earthdawn Orks have Strength and Toughness bonuses, whereas that D&D 4e Half Orc has Strength and Dexterity, but on the whole they are fairly similar. I have added a Gahad racial trait, and associated feats. One final feat for Orks included here, is Ork Weapon Training, which is similar in power and scope to the the other weapon training feats, and grants bonuses to weapons that fit the Ork Scorcher theme. Other than this feat, I will delay exploring the Ork affinity for the Cavalryman discipline and the cultural expectation that Orks ride, and ride well until I get to the Cavalryman discipline.

Gahad: Your ork gahad is triggered by a stimulus of your choice. Once gahad is triggered, until the source of your gahad is removed, if you are not acting to remove the source of your gahad, or you take an action that targets creatures or objects without targeting the source of your gahad you immediatly become dazed (save ends), aftereffect: you grant combat advantage until you reach your next milestone. While your gahad is triggered and the source of your gahad remains present you gain a +1 racial bonus to all attack rolls and ability checks and skill checks for actions that target the source of your gahad. You and your dungeon master must agree on the specific stimulus for your gahad.


Additional Gahad
Prerequisite: Ork
Benefit: You gain an additional gahad stimulus.
Special: You may take this feat any number of times.

Vicious Gahad
Prerequisite: Ork
Benefit: The bonus granted by your gahad increases to +2, and also applies to damage rolls. The effect of ignoring your gahad is to become stunned (save ends), aftereffect: you grand combat advantage until you reach two milestones..

Ork Weapon Training
Prerequisite: Ork
Benefit: You gain proiciency and a +2 feat bonus to damage rolls with simple and military spears as well as scimitars and double scimitars. This bonus increases to +3 at 11th level and +4 at 21st level.

Monday, March 14, 2011

Servant's of the Raven Queen

"As you step off of the stairs, you realize you are being followed. Worse, you see movement on both bridges exiting the chamber. Ahead of you, standing on a large metal slap, a humanoid in black robes rubs runs his hands along the blade of his scimitar while he eyes you warily" 


This encounter is set in the towers of the city of Moil as described in the Tomb of Horrors super module, and is specifically designed to experiment with the Endless Hordes mechanic introduced by the Save Versus Death blog.



Encounter 3500 XP
Level 12
Opponents 7
Dark Stalker x2
Dark Stalker Minion x4
Shadar-Kai Blacksoul
Traps / Hazards 1
Dark Stalker Minion Endless Horde


At the moment the characters are level 9 and have been stretched. They are short on healing surges, and have expended a bunch of daily powers. Since this is +3 levels, my hope is that this challenges them appropriately, though it should be noted that they synergize well with each other, and tend to make good tactical choices.

I've gone with Dark Stalkers and Shadar-Kai Blacksouls as well as a minion version of Dark Stalkers, who are the meat of the Endless Horde. I've modified the core mechanic of the Endless Horde for two reasons. First, I don't want this to devolve into a scenario where the players are set up to each kill off a minion a round with the 5th player as there to mop up if an attack misses, and we have an infinite stand off.  Second, I don't want to end up having to deal with too many opponents, especially as the encounter area is not too large.

Setup: The characters start at the bottom of the stairs, in the blue shaded area. The Dark Stalker Minions start on the stairs. The Shadar-Kai Blacksoul starts out of sight on the other side of the stairs. One Dark Stalker starts on the stairs behind the characters, the other atop the iron bulkhead.

Illumination: Dim. The inside of the tower is dark with the only light coming from the dim sky outside. Characters who have normal vision can’t see well in dim light: Creatures in the area have concealment. Characters who have low-light vision or darkvision see normally. The tower is in the shadowfell, so light sources only shed half the light they normally would.

Stairs: The stair squares block line of sight, count as difficult terrain for anyone going up them, and can only be entered from the upper left corner.

Iron Bulkhead: The iron bulkhead provides cover to small creatures and prone creatures in adjacent squares. The ladder in the bulkhead leads down to a lower level of the tower.

Dark Stalker Minion Endless Horde
Level 10 Elite Warder (L) hazard

1000 XP
Standard Action
Effect: Four Dark Stalker Minions appear. One on the stairs, one on top of the iron bulkhead, and one on each bridge.
If no Dark Stalkers and no Dark Stalker Minions remain, the Endless Horde produces a Shadar-Kai Blacksoul, rather than four Dark Stalker Minions.
If eight or more Dark Stalker Minions remain the Endless Horde produces two Dark Stalkers, rather than four Dark Stalker Minions.
In either case, on its next turn the Endless Horde will always produce four Dark Stalker Minions.
Countermeasures
The only countermeasure is to negotiate with the Dark Stalkers or the Shadar-Kai, by convincing them that the characters quest aligns with the goals of the Raven Queen.

Outcome: As it happened, the players took up my hints to negotiate (despite virtually never doing so) and so the encounter didn't get to play out as I planned. 

Thursday, March 10, 2011

The Wormskull

One of the more iconic Earthdawn horrors, (at least amongst the Earthdawn players whom I know) is the Wormskull, a level 11 solo version of which I have included here. The legend (experience) award for a Wormskull is a group award, which implies solo monster, and 8th circle, which would equate to 16th level in D&D. I've gone a 1/2 tier lower, as at the moment in the campaign I'm running I need a monster in the 9th-11th level range.

In the world of Earthdawn the horrors are strange, unknowable evil creatures from another realm, which in D&D parlance makes them aberrant, and since they fill the same role in Earthdawn as undead do in D&D, I have applied that keyword as well.

Monster Manual 3 introduced new design elements to solo monsters, often providing some kind of daze/stun lock defense, so for Horrific Secrets I borrowed and renamed Arcane Secret from the Dark Sun Brohg Renegage (and added protection against dominate). The Horrific Action power also gives the Wormskull defense against being locked down by letting it clear effects on it when it spends an action point.

My implementation of Animate Dead borrows from a number of sources, including the Spawn Wraith power, the Skull Lord's minion reviving powers, and the Deathlock Wight's Reanimate power

Skin shift and the Nethermancer spell Bone Shatter introduced a new problem, as both make use of Earthdawn's wound mechanic, roughly each wound beyond the first gives you a -1 to all die rolls, and wounds are harder to heal the normal damage. I struggled with how to best implement this, as D&D combat does not typically include death spiral effects, and eventually settled on healing surge damage in addition to hit points damage, to represent the loss of combat resources, without dealing large amounts of immediate damage. Skin Shift deals slightly less than the expected amount of raw damage, and the Wormskull lacks a multi-attack action to make up for the additional "damage" that healing surge losses represent, and also to balance the high damage output that Bone Shatter produces.

Horror Mark and Dominate represent the key method by which the more subtle horrors of Earthdawn wreak their havoc amongst the namegivers of the world, and in toe-to-toe combat with a horror with these powers, players are going to be looking for ways to deal with horror marks to avoid the world of hurt they would otherwise face.

The Terror power is significantly toned down from it's implementation in Earthdawn, which is very similar to the Frightful Presence power possessed by many dragons printed in the early rounds of D&D monsters. As written though, these powers just are not much fun - they leave players unable to act, and so unable to express themselves at the table. Rather then incapacitate the characters, I've tried to capture the idea of the characters being terrified. For a lone Wormskull the power is not that useful, but if should provide synergy with the many monsters - especially skirmishers and lurkers that gain damage dice from combat advantage.

The Wormskull has low hit points for a level 11 solo monster, but does have the Shield Mist power (and the action denial inherent in dominating player characters) to help compensate, and when healing surge loss from Skin Shift and Bone Shatter are counted as damage, it can deal an enormous amount of damage.


Next up, a Wormskull encounter.

Tuesday, March 8, 2011

Earthdawn Obsidimen in Dungeons and Dragons 4e

First up, Obsidimen. Obsidimen are large stone like people, born of their liferocks. They are strong and tough, slow moving, and deliberate. Obsidimen sometimes have trouble understanding the hasty nature of other namegivers. Obsidimen honor nature and the natural world and abhor the taint of the horrors at a level not comprehended by the other namegiver races.

For Obsidimen, the 4e Goliath seems to be almost a perfect fit, so I will start there. In Earthsawn, the Obsidimen's stone like skin gives him or her fantastically tough natural armor - mechanically, they have the near equivalent of resist 3 weapon damage, which doesn't seem quite right for 4e. Related to the Obsidimen's natural armor is the downside of playing an Obsidimen. For cultural reasons, Obsidimen refuse to wear any non-living armor.

The Goliath's Stone's Endurance power is definitely on the right track here, and I will explore Obsidimen feats to enhance and extend the duration of Stone's Endurance, but I also will change the Obsidimen's racial defense bonus from the Goliath's +1 Will defense, to +1 Armor Class and +1 Fortitude defense. Both defenses are ones that Obsidimen should excel at, and the strict power gain of +1 Armor Class when compared to the Goliath, can be mitigated by requiring that the Obsidimen be wearing living or no armor in order for the bonuses to apply.

The 4e Goliath has an athletics bonus to jumping and climbing which does not seem normal for an Obsidimen, so that will get cut, and I will borrow a page from the Dwarf, and give Obsidimen a walking speed of 5 rather than 6 and the Encumbered Speed Dwarf racial trait.

Obsidimen
True as the Liferock from which they are born.
RACIAL TRAITS
Average Height: 7' - 7' 6"
Average Weight: 800lbs - 1000lbs

Ability scores: +2 Constitution, +2 Strength
Size: Medium
Speed: 5 squares.
Vision: Normal

Languages: Common, Dwarven
Skill Bonuses: +2 Athletics, +2 Nature.
Encumbered Speed: You move at your normal speed even when it would be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magic) affect you normally.
Stone-like Skin: You have a +1 racial bonus to AC and Fortitude when you are wearing no armor or living armor.
Stone's Endurance: You have the stone’s endurance power.
Liferock Heritage: You can take feats that have goliath as a prerequisite (as well as those specifically for obsidimen), as long as you meet any other requirements.

Stone's EnduranceObsidimen Racial Power
Your foes' attacks bounce off your stony hide.


Obsidimen connect with their fellows by returning to and merging with their liferocks where they share consciousness with their elders, in what they call, the dreaming. For the dreaming, I think the Deva Memory of a Thousand Lifetimes power is a neat way of representing access to the collected wisdom of the Obsidimen brotherhood. A paragon tier feat granting the power, and allowing access to other Deva feats allows a higher level Obsidimen the option to pursue that connection with the past lives of all their brothers who came before them.

The Toughness of Living Stone feat makes Stone's Endurance into a exceptionally strong power, but at the same time continues to push the Obsidimen to wear living armors.

The final two feats in this post, Improved Stone-like Skin and Strength of Stone continue to emphasize an Obsidimen's natural strength and toughness

Liferock Threads
Paragon Teir
Prerequisite: Obsidimen.
Benefit: You gain the Memory of a Thousand Lifetimes racial power, and you can take feats that have deva as a prerequisite.

Memory of a Thousand LifetimesObsidimen Racial Power
The dreamlike memories of your brothers lend insight to aid you.


Toughness of Living Stone
Prerequisite: Obsidimen, stone's endurance racial power.
Benefit: When you are wearing a no armor or living armor, your Stone's Endurance power gains the Sustain - Minor property, but each time the power is sustained the resistance drops by 1 (2 at level 11 and 3 at level 21).


Improved Stone-like Skin
Prerequisite: Obsidimen, stone-like skin racial trait.
Benefit: Your Stone-like skin bonus is increased to +2, to +3 at level 11 and to +4 at level 21.


Strength of Stone
Prerequisite: Obsidimen
Benefit: While you are wielding a versatile weapon, you gain a +1 bonus to damage. (So when wielding in two hands you gain a +2 bonus to damage).


Friday, March 4, 2011

Porting Earthdawn to Dungeons and Dragons 4e

I started gaming when I was in elementary school back in the 1980's, playing AD&D. Since then I've played, and enjoyed Rolemaster, Toon, Palladium's games, and many others, but the one game that really captured my attention was Earthdawn.

I loved the world of Earthdaw. I loved the way FASA took D&D, looked at what we all took on faith, and tried to make it all make sense.

They world FASA created was tremendous.

And then along comes D&D 4e, and the took what was wrong with most every other RPG I've played in, and they fixed it.

So with that in mind, I'm going to spend some time porting the mechanical elements of Earthdawn into Dungeons and Dragons 4e, and I want to try to deviate as little as I can from cannon 4e without losing what I loved about Earthdawn.

Now, I don't want to invent new mechanics, or new rules systems. For the most part I don't want to have to create new races or disciplines (though in some cases - Windlings, I'm looking at you - I think I'll have to), but rather would prefer to re-skin and tweak existing races and classes and then augment them with new feats and new powers.

Essentially my goal here is to make create something thematically familiar to Earthdawn players, at the same time as being mechanically familiar to 4e players.

I'll start with the Races. As I go I'll be providing race specific feats that I feel are integral to the placing the race in it's Earthdawn context. After races, in no particular order, I'll write up the disciplines - converting talents and talent knacks into new powers and new feats, present rules for magic items that can grow as the adepts grow, and possibly new paragon paths and epic destinies appropriate for the world of Earthdawn.

Monday, February 28, 2011

Healing surges, daily powers, and the 15 min workday

At the core of the 15min work day conundrum outlined by AngryDM in Tearing 4E a New One: Short Rests and Encounter Resources is that limited player resources can be recharged, largely, by player fiat. The dungeon master has some say, but the fact remains that players have a large amount of control over the recovery of their resources, and so are encouraged to try to do so as often as possible.

Built into the system are a pair of generally minor negatives for taking an extended rest, losing your accumulated milestones and action points, and forcing endurance tests against diseases and the like. But since your daily powers recharge, along with your healing surges, the downsides are almost always outweighed massively by the benefits. Outside of the rules system, there are in game reasons for not takings rests - lack of a suitable resting location and trying to complete a task in within a time limit being the more obvious ones, but the game can start to feel forced if these reasons are always in play. What I would like are rules that encourage players trying to stretch their characters to go through another encounter, and another after that rather than rules that encourage the opposite.

So, my goal is to make the 15min workday a less optimal strategy. To do that I'll look for ways to encourage stretching for that extra encounter while at the same time reducing the overall benefits of an extended rest.

What about limiting the number of healing surges that you regain after an extended rest to be the same as the number of milestones that you achieved before the rest? And similarly only regaining the same number of daily powers?

What healing surges being a "per level" resource, rather than a "per day" resource?

Just combining these ideas probably leaves the players short on healing, and will have them taking extended rests not to recharge healing surges and daily powers, but to recharge hit points without spending surges, and that somewhat defeats the purpose here.

Looking at the effects on daily powers and daily power usage, I think the biggest net result, is that daily powers will be used more sparingly, as you don't gain them back as easily - if you go nova and blow all your daily powers, it could be days before you are ready to do so again - unless of course you push yourself to the limit, by running though a longer string of encounters.

A final, and somewhat unintended side effect here, is that selecting daily utility powers becomes discouraged,  as they will be in competition with daily attack powers when choosing what to recharge, when you could just select an encounter power and not worry about it. However, I'm not sure if this is a significant problem.

Guidelines suggest 8-10 encounters per level, and they suggest 3-5 encounters between extended rests. This gives you 8/5=1.4 extended rests per level on the low end, and 10/3=3.3 extended rests per level on the high end. Since the party rests when characters are low on surges, rather than zeroing out their surges before resting, over the course of a level, most characters probably expend between two and two-and-a-half times their surge value in surges per level.

So if we finish off by doubling the number of healing surges each player has to start each level (rather than each day) with, we should be able to limit the extended rest recharge to equal the number of milestones achieved without forcing characters into frequent healing hibernation.

Tuesday, February 15, 2011

Modding the old, offline character builder

After switching to a new computer I had a problem - I wanted house rules in my character building, the online one doesn't support them and I no longer had the install or update files.

The obvious solution was to find me a torrent that had them, and that I did, no real problem there. But as I was looking for it, I saw this page and I learned about CBLoader, a little app that wraps the character builder, and loads custom rules, stored in xml files into the builder.

On the minus side, you need to hand code the xml, but there are some extensive examples and collections of mods that can be downloaded from their wiki pages. After a little bit of experimentation, I can see how to do most things that I've thought of, and many more besides.

The best part, of course being that this means that I can build house ruled characters that have the right math applied to them. I can give everyone free weapon expertise and give out magic items that have combinations of bonuses not found in cannon products, and have the character builder calculate all the math correctly.

What does this mean for me now?

Quite simply, I can make all sorts of new, custom content, that can be loaded into the character builder. I love it.