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Thread: Dear Mike & Monte
Wednesday, 28th December, 2011, 09:46 PM #121
Greater Elemental (Lvl 23)
Wednesday, 28th December, 2011, 09:56 PM #122
Superhero (Lvl 15)
A Players Handbook too could be about one page, but I don't see it needing to be only a reprint of the rules either. As a handbook I would suggest it offer multiple strategic variants as well as numerous PC record log examples. In this way I would probably swap the current roles of the DMG as guidebook and PHB as rulebook. Plus, none of the PHB beyond the rules would really need be read by any player before beginning. It's almost entirely strategy guide and therefore not about the right way to play the game. Think of it like a strategy guide for Chess, M:tG, or a computer game. It's there as common hints, character building, and walkthrougs if you desire such things.
Wednesday, 28th December, 2011, 10:33 PM #123
Superhero (Lvl 15)
Wednesday, 28th December, 2011, 10:49 PM #124
Magsman (Lvl 14)
Thursday, 29th December, 2011, 12:42 AM #125
Scout (Lvl 6)
Dear Mike and Monte,
My wife had a great idea. She's a long-time, old school gamer who doesn't understand all of this 'edition' nonsense. I love her anyway.
So, her idea is to help attract new players and new GMs to the game. Take the Core Rulebook or DMG or PH or whatever book you release, and make the first four 'chapters' Race, Class, Abilities Scores (and spells for Spellcasters) and Equipment. Give Clerics one Domain until they get the hang of it. Trim down the amount of Equipment and Class Abilities available for the new people and have them run two or three levels, or until they feel comfortable with the rules, and then say 'Here are your Skills, Feats, extra Equipment and all that other jibber jabber.'
"If someone hasn't played the game before, it can be really confusing." is her quote. Along with "That rulebook (my PF Core Rulebook) is a rally big list of rules. They need to be made simpler for people who have never played before."
This could be done with a 'Basic' and 'Expert' set of rules in the same book. The first, I dunno, fifty pages? Seventy five? are simply for the new players. After that, they can pile on whatever rules they want.
I think this is a good idea. Gold, even. Feel free to use that.
Skredli T. Ogre Bon Jovington, III DDS, FBI, STD
Thursday, 29th December, 2011, 01:03 AM #126
Myrmidon (Lvl 10)
But if there are detailled skills and professions in a game, I prefer them to follow real life a little more. Because in real life, you can only get really good at something by practicing it a lot, which means you are not practicing something else. Now of course talent and intelligence can increase your capability to master a variety of skills, but in the end, the best fighter will not be the best diplomat nor the best armourer.
In which case a system like Call of Cthulhu makes more sense.
Thursday, 29th December, 2011, 01:19 AM #127
Guide (Lvl 11)
Thursday, 29th December, 2011, 02:06 AM #128
The Great Druid (Lvl 17)
Thursday, 29th December, 2011, 02:15 AM #129
The Great Druid (Lvl 17)
Spikeybits and Dungeon-punk was front and center with 3.0. Open your 3.0 PHB and what do you see?
There's spikes and piecemeal armor and tattoos all over the place. And that was well before WoW. Where did that come from?
Back when 3e was announced (but not released), WotC had a Gen Con panel. One was about audience feedback/brainstorming, and the topic came to art, or at least, how the new game could feel. As the discussion went, someone suggested that adventurers would have mottled armor - basically having strapped random stuff to them, like Mad-Max style. That they would be gritty and grungy and it would look make-shift. THis was very exciting to the audience gathered, and the designers then wrote that down.
Last edited by Rechan; Thursday, 29th December, 2011 at 02:37 AM.
Thursday, 29th December, 2011, 02:34 AM #130
The classes in 5E should be much more open than the 4E.
In the current edition (or rather when 4E came out), the class you choose locked you into a single combat-playstyle.
A ranger was either an archer or fought with 2 weapons, a fighter had a two handed weapon or a sword&shield, etc. And once chosen that speciality could hardly be changed (except through retraining, but that is another can of worms).
It made characters very inflexible in the beginning (I am sure that with more rules like hybrids, etc. this isn't as much of a problem now than it was a gew years ago).
But basically it comes down to "Don't make balanced combat the highest goal of the game". That was the whole reason for the classes being so rigid, as otherwise they couldn't ensure that they have the expected power level at all times.
PS: I agree with Rechan that 4E was not the start of the "spiked anime" look (Although 4E continued the trend). I would rather defined the 4E art as "ass & boobs babes" look.
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