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Thread: Dear Mike & Monte
Wednesday, 28th December, 2011, 01:56 PM #101
Myrmidon (Lvl 10)
@FireLance: I don't see why this needs reopening here. We had a lengthy discussion on healing surges that should have made it clear that for better or worse some people think they're different and don't like them. A lot of your things have had extensive threads that came to the same conclusion; for various reasons, certain people don't like them. Is this really the place to argue for them?
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Wednesday, 28th December, 2011, 02:02 PM #102
Spellbinder (Lvl 16)
Suffice it to say there are very reasonable justifications for strongly disliking surges. That doesn't make loving surges at all wrong. No claim whatsoever of that.
But, if the conversation is "what will make 5E more popular than 4E" and a reply is "I love 4E and I love surges, therefore 5E should have surges", then the merits of that reply to serving the "more popular" goal should be questioned.
Still running a great game
Wednesday, 28th December, 2011, 03:18 PM #103
Waghalter (Lvl 7)
Mike & Monte,
I have never prayed to you before. I have no tongue for it. No one, not even you, will remember if there were good editions or bad. Why we played, or why we fought (on the net). All that matters is that two (game designers) stood against many (fans). That's what's important! Gaming pleases you, Mike and Monte... so grant me one request. Grant me the best D&D ever! And if you do not listen, then to HELL with you!
"It is important to keep in mind that, after all is said and done, ADVANCED DUNGEONS & DRAGONS is a game. Because it is a game, certain things which seem "unrealistic" or simply unnecessary are integral to the system."
- Gary Gygax, AD&D Player's Handbook 1st Edition
Wednesday, 28th December, 2011, 03:48 PM #104
Superhero (Lvl 15)
fate, luck, stamina, morale, etc., and could potentially be restored non-magically depending on table interpretation of that pool).
As always, play what you like
Wednesday, 28th December, 2011, 04:22 PM #105
Magsman (Lvl 14)
- Join Date
- Nov 2002
- South Florida
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ø Ignore Elf Witch
Here is my wish list.
Less classes, while I think options are great, do we really need a lot of classes to do this. For example instead of having wizards, sorcerers, warlocks, witches as separate classes have one mage class that can be customized to allow players to make the type of magic user they want.
Don't punish magic users because magic does things better than the class abilities ie rituals to do knock that cost the mage a lot of gold and giving up power. There are times those type of spells are needed to keep the game moving forward.
I would like to see less dependency on magic items have rules for items to improve as a character levels so that masterwork sword later becomes a +1.
I like skills but I don't like that it is so easy to max out a skill that there becomes no chance for failure. Another thing instead of having class skills and cross class allow all skills to be open to every class so that players can customize their characters to do what they see them doing.
I hate multiclassing because so often it is used to make these monster characters that dominate the game. Find a way to allow people to multiclass but make it harder to end up with these type characters.
I am not fond of the way clerics are done in 3E I don't play 4E so I don't know how they do them. The main thing I dislike is that all clerics have the same flavor . Domain spells don't really make them that different. I would like to see armor, weapons choice and even spells tailored to the god you worship. It makes sense for a cleric of a martial god to be running around in plate but not so much a cleric of a nature god. I miss the sphere system for spells.
Favorite line heard at the table "I am killing to subdue" Kavo the Dwarf
Wednesday, 28th December, 2011, 04:30 PM #106
Thaumaturgist (Lvl 9)
On art: Wouldn't it be great if the player books had sketchy art such as you would find in Drake's or Jones' journals, or indeed the 3E PHB, and the DM books had fully developed four color art? Set up like this the player books hint at what is to come and the DM gets the full show.
Wednesday, 28th December, 2011, 04:41 PM #107
The Great Druid (Lvl 17)
Multiclassing can go either way - I have seen characters that were hobbled by the player not thinking through what the character would look like at the end. (Sorcerer/wizards, to get those extra low level spells, as an example.)
Pathfinder, on the other hand, does not punish multiclassing, but does reward seeing a class through to the end.
I would like to see a way to scale adventures - Spycraft and Fantasy Craft, as an example, do a very good job of this. I was able to do up the bulk of my Fallout sandbox campaign for Spycraft without worrying when the PCs might arrive at a given area.
The Auld Grump
Oh, I am a cook, and a captain bold, and the mate of the Nancy brig,
The midship mite,
And the Bo'sun tight,
And the crew of the captain's gig...
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Wednesday, 28th December, 2011, 04:44 PM #108
Guide (Lvl 11)
- Join Date
- Sep 2003
- Cary, NC
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ø Ignore catsclaw227
And using them during short rests to heal to full was something that people strongly disliked. But 10-tapping the party with a waistband full of CLW wands did the same thing for me.
How can we find a middle ground for healing that doesn't alienate one group or another?
I like the idea of a healing surge mechanic, but it wasn't framed very well. Still, though, I preferred it to 3e healing.
Last edited by catsclaw227; Wednesday, 28th December, 2011 at 04:51 PM.
Game on, gang!
Ptolus #15 (with customized, personalized sig from Monte.), Rappan Athuk Reloaded #37 (The Necromancer way.)
Wednesday, 28th December, 2011, 04:46 PM #109
Waghalter (Lvl 7)
1) Decide already if D&D best supports:
a) low/traditional fantasy
b) high/anime fantasy
2) Decide already if D&D best supports:
a) 1st person perspective roleplaying via peripheral rules
b) top down or 3/4 perspective roleplaying via rules overlay
3) write rules that fully support choices for #1 and #2
4) write comprehensive player and DM guidelines to help with #3
5) playtest with veterans and newbies to see if #3 and #4 achieves #1 and #2 in actual gameplay (ie., not just in theory but in practice)
6) When marketing the new edition, make it clear what playstyle(s) the game is supporting, how and why, so that anyone who feels left out can "move on" already to a different system (or previous edition) and those who feel included can rejoice.
Last edited by LurkAway; Wednesday, 28th December, 2011 at 04:51 PM.
Wednesday, 28th December, 2011, 05:13 PM #110
Spellbinder (Lvl 16)
Check out my blog, Online Dungeon Master, for maps and tips for running online games (especially in MapTool). Also, running in-person games with a laptop and projector.