+ Log in or register to post
Results 151 to 160 of 278
Thread: Dear Mike & Monte
Thursday, 29th December, 2011, 04:37 PM #151
The Grand Druid (Lvl 20)
Again: There's no point in releasing a "Basic Set" that doesn't teach the basics.
- EN World
- has no influence
- on advertisings
- that are displayed by
- Google Adsense
Thursday, 29th December, 2011, 06:30 PM #152
Orcus on an Off-Day (Lvl 22)
That brings me around to a basic conflict I see running through many discussions - reconciling how some people want pretty complicated characters and character creation, with those who want simple systems. Satisfying both these groups is a terribly challenging design goal.
Thursday, 29th December, 2011, 07:25 PM #153
Grandmaster of Flowers (Lvl 18)
Something else that I'd be quite happy to see in 5e
Death of feats. They have become a fiddly little nibbling away at providing corner-case customisation, and if there is a system which gives enough customisations to all classes as it is (as 4e does), then why bother with them?
I know some people love feats, but as this is *my* wishlist, I'd like to see them gone.
For the same reason I'd like to see the whole range of fiddly conditions lasting for fiddly different periods of time just disappear. None of this "immobilised save ends, blind to the start of your next round, stunned to the end of its next round, unless its bloodied when it is stunned to the beginning of its next round" where are we now kind of combat please!
In other words, I'd like simple character creation, and combat which is tactically rich but without accounting (or multiple casino chips under each mini!)
If you need to email me click here
I'd like things to go back and forth from "ARGH!" to "WOOO!" more frequently. - Kamikaze Midget
Thursday, 29th December, 2011, 07:55 PM #154
Thaumaturgist (Lvl 9)
I think the best way to do character creation is through levelling up. A the start (the basic set) you could have very basic designed characters. Keeping the characters very simple for the first 5 levels (the 1st teir) would do 2 things. It would give players who want their 0 to hero gritty teir and allow new players to get to grips with the basic foundation of D&D.
Levels after that (teir 2+) would get more detailed and complicated. Or if the player perfers choose the options that keep their character more simple but at a power level equal with everyone else (as in essentials).
Tier 1 (Levels 1 to 5) Basic/Starter Set
Introduction - Tutorial - Quick Play - Quick Character Generation - Casual (AKA Heroquest) - Campaign Introduction (NPCs, Places) - Simple Dungeon Bashes - Zero To Hero - Essentials
*If you don't like the simplicity/low power of Tier 1 and are familiar with the rules frogleap to Tier 2 - or rush through it with superquick XP rewards.
Tier 2 (Levels 6 - 10)
Added Character Powers etc with more complicated conditions/effects and rules nuances.
Tier 3 (Levels 11 - 15)
Name level, large scale battles, fortifications, guild leader, followers, etc
Tier 4 (Levels 16 - 20)
Who knows etc, etc.
Friday, 30th December, 2011, 01:49 AM #155
Novice (Lvl 1)
Bring back the danger.
The thing of going into a dungeon is the real possibility that you may not come out alive.
Also kill the 5 room dungeon dead, it's boring.
Friday, 30th December, 2011, 02:28 AM #156
The Great Druid (Lvl 17)
In 3E, "Track" was the good feat, and about the only one they killed. Go figure. "Swim" could let your Athletics ability pertain to swimming. And so on. They didn't like this design because people had to pay a feat to do what many characters should be able to do. But players didn't like that, because there were so many critical things they needed the feats for. Move all that critical stuff into class abilities or some other construct, and keep feats for the less critical things. Then players will be happy to pick the things that matter to them. And if in a given campaign the players want more or less of them, go ahead--it isn't a big balance issue now.
Maybe armor and weapon proficiencies could stay in feats, but I can't think of anything else that affects combat that should be that binary.
So in one sense I agree that "feats" would be removed, but I think there is still a useful design space for, "A character either has this thing or he doesn't. Many don't have it."
In the simple version of the game, every adventurer would be assumed to have a certain preset number of these--the ability to swim, speak an extra language or three, maybe the ability to track. For a more complex character/campaign, you can keep the default list, swap one or two, or go full custom. It's up to you. In this way, "feats" become as much about campaign customization as character tweaking. Want to play a game where everyone plays an instrument in a traveling minstril show? Every character takes "Play Instrument", and the bard PC becomes band leader.
The feat list wouldn't be very long, and would hardly expand at all after the core rules were established. But I see this as a feature, not a bug. Every feat added lowers the value of the previous set, if only slightly. So get a good set and leave it alone.
Last edited by Crazy Jerome; Friday, 30th December, 2011 at 02:33 AM.
Friday, 30th December, 2011, 03:00 AM #157
Minor Trickster (Lvl 4)
Might have been mentioned, I've not read all 10+ pages, but I'll toss it out there anyway.
Format the rules to be available in more than just paper and .pdf. Consider .mobi, .epub, and other formats which would allow users with tablets and readers to more conveniently utilize the ruleset.
Friday, 30th December, 2011, 04:49 AM #158
The Great Druid (Lvl 17)
I think that the most important thing to remember is that it needs to be made the way *I* want it and not the way SOMEONE ELSE OVER THERE wants it because they smell and their mother wears army boots.
Friday, 30th December, 2011, 04:58 AM #159
Enchanter (Lvl 12)
Last edited by mach1.9pants; Friday, 30th December, 2011 at 05:30 AM.
Friday, 30th December, 2011, 05:08 AM #160
Grandmaster of Flowers (Lvl 18)
They did make an edition specifically for you that matched your desires in very conceivable way, but you were too contrary to even buy it, so it sold zero copies and was discontinued.I think that the most important thing to remember is that it needs to be made the way *I* want it and not the way SOMEONE ELSE OVER THERE wants it because they smell and their mother wears army boots.
13th Age Goes to Press; Mongoose & Monte Tease Secrets; Ultimate Campaign downloads; plus ASK THE BASTARD! [Update - Charles Ryan joins Monte Cook Games]By Morrus in forum What's Going On?Replies: 7Last Post: Monday, 24th June, 2013, 07:14 PM
By Frostmarrow in forum RPGs & Tabletop Gaming DiscussionReplies: 4Last Post: Wednesday, 7th July, 2004, 12:00 PM
By hong in forum RPGs & Tabletop Gaming DiscussionReplies: 1Last Post: Saturday, 11th October, 2003, 10:12 AM
By Ferret in forum MetaReplies: 6Last Post: Wednesday, 17th July, 2002, 10:13 PM