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Monday, 30th January, 2012, 10:36 PM #161
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Monday, 30th January, 2012, 10:40 PM #162
Scout (Lvl 6)
But outside of the Dawn War the 4E set up of the planes is actually damn nice. I really enjoy it. The connection is amazing. The only other bit of fluff I have some doubts with is making all demons count as elementals. I don't like that but whatever. I am sure in 5E that demons will be demons alone again. I would love to see all the missing planes return and be accessible via the Astral Sea or the Elemental Chaos. They find a way to tie the Ethereal Plane back in I am sure as well. It can all be good.
Monday, 30th January, 2012, 10:42 PM #163
Die rolls for ability stats? Maybe for noobs.
I haven't rolled a character's stats since the mid-1980s.
I create a character and his basic abilities as if it was the protagonist in a novel. I develop the personality and how I want to play the campaign (combat or role-playing). Advantages and disadvantages are balanced within the character concept, before stats are determined.
Then I pick the stats.
Monday, 30th January, 2012, 10:49 PM #164
Guide (Lvl 11)
Monday, 30th January, 2012, 10:55 PM #165
Novice (Lvl 1)
Yeah, right. I've been rolling them since the early-1980s. :| Just because you don't roll for stats doesn't mean others don't. And really I have never met many GMs that just let you pick the stats; at very least they give you point-buys.
This isn't a my way or the highway type of thing.
Monday, 30th January, 2012, 10:57 PM #166
Edit: I would not be opposed to the Great Wheel and the 4e Cosmology returning, but I would want them in a Planes supplement and neither presumed as core. Cosmologies should be particular to settings.
Last edited by Aldarc; Monday, 30th January, 2012 at 11:25 PM.
Monday, 30th January, 2012, 11:23 PM #167
The Grand Druid (Lvl 20)
I love that we have the middle world, with its twin reflections (one light, one dark).
I love that we have the Astral Sea (which looks amazing, and should be the basis for any future Spelljammer), with these "Hyperboreas" and "Elysium Fields" and "Mount Olympus" floating in it, and that you can sail past the edge of the world into the stars where the gods dwell.
I love the Elemental Chaos, churning and roiling in endless fury (remember: Gaea emerged fully formed from Chaos, as well).
And below all of Creation, you have the Abyss, the End of Things, the shard of entropy bent of undoing the planes, like a black hole trying to consume everything.
Monday, 30th January, 2012, 11:30 PM #168
Enchanter (Lvl 12)
As for the Great Wheel / 4E Cosmology, despite being a big fan of Planescape, I freely admit that the Great Wheel has flaws and that there are some cool things that can be scavenged from the 4E Cosmology.
However, one thing I really disliked was the concept that all planes must be adventure-friendly. No, they bloody well shouldn't be, some of them should be the most soul-sucking life-draining hope-crushing breath-stealing places EVAR. And that's precisely their charm. Not every place exists solely to be adventured in.
Power clarifies, and absolute power clarifies absolutely.
Monday, 30th January, 2012, 11:39 PM #169
Cutpurse (Lvl 5)
One thing I think may be neat to do with this "make up your skills" approach is what to do in Specific vs. General type skills. Taking a queue from Cartoon Action Hour, in the case of a tie, the more specific skill wins. So if someone with Melee ties with someone with Swords, Swords wins, and if someone with Swords ties with someone with Rapier, Rapier wins. The same could be applied to this skill system. You could take Athletics to do swimming and climbing, but if you pick just "climbing" you get an edge over someone else using a more generic term like "athletics".
Basic Action Games Makers of BASH! Ultimate Edition, an ENnie Nominee. www.bashrpg.com
Monday, 30th January, 2012, 11:39 PM #170
Guide (Lvl 11)
I think a group of low-to-mid level adventurers could venture Gehenna (as an example) and, with luck, find no real trouble when they arrive... but it should be clear that it's a hostile place... as they spend time in there they start to change and that change reflects on their mood... sooner or later natives will find them, they will die from some hazard... or the evil itself will do that job from inside out.
But Gehenna should never be an adventuring ground for them.
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