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Thread: Another D&D Next Playtest Survey
Sunday, 22nd July, 2012, 05:51 PM #101
Myrmidon (Lvl 10)
Thank you for actually saying something that is truthful instead of the mythical answer that some people tend to use a lot.
Knock has never replaced the rogue. It was meant to be a contingency in case the rogue died or there wasn't one. Sometimes you have to take a risk of setting off the trap to get to the other side of that door because what's coming could be just as dangerous.
Sunday, 22nd July, 2012, 05:53 PM #102
Myrmidon (Lvl 10)
Funny how these things don't seem to get mentioned in these types of arguments.
Sunday, 22nd July, 2012, 07:32 PM #103
Magsman (Lvl 14)
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° Block Mustrum_Ridcully
Sometimes, the Rogue rolls badly, fails to open the lock and triggers a trap.
There is clearly no possible way to rely on Rogues or Wizards to open locks and deal with traps. I suggest sending the Barbarian. He has the hit points, the strength, and he's dumb enough to do it.
Sunday, 22nd July, 2012, 07:48 PM #104
Myrmidon (Lvl 10)
Monday, 23rd July, 2012, 10:12 AM #105
Grandmaster of Flowers (Lvl 18)
Monday, 23rd July, 2012, 12:40 PM #106
Defender (Lvl 8)
When the plane shift spell is cost, the cleric
moves himself or herself or some other creature to another plane of
existence. The recipient of the spell will remain in the new plane until sent
forth by some like means. If several persons link hands in a circle, up to
seven can be affected by the plane shift at the same time. The material
component of this spell is o small, forked metal rod - the exact size and
metal type dictating to which plane of existence the spell will send the
affected creature(s) to. (Your referee will determine specifics regarding
how and what planes are reached.) An unwilling victim must be touched
in order to be sent thusly; and in addition, the creature also is allowed a
saving throw, and if the latter is successful the effect of the spell is
Tuesday, 24th July, 2012, 09:59 AM #107
Greater Elemental (Lvl 23)
Tuesday, 24th July, 2012, 11:24 AM #108
Gallant (Lvl 3)
Tuesday, 24th July, 2012, 12:54 PM #109
The Grand Druid (Lvl 20)
Tuesday, 24th July, 2012, 01:28 PM #110
The Great Druid (Lvl 17)
Is it more fun to actualize an extended Investigatory Skill Challenge (or even free form if you'd like) where all PCs have to play their part in the unwinding of a mystery or intrigue to find out who "Jack the Ripper" really is?...or is it more fun to agonize (in prep) and then inevitably have the wizard prepare one or more of his plot-point-circumventing, on call, Divination spells to Jack Bauerize your DM terrorist plot?...and who at the table is this actually fun for?
The exact can be said for any Exploratory plot-point-circumventing spells.
Those players whose staple of their gameplay actually is "how can my wizard beat the game?"...well, presumably this is fun for them. And no, you don't have to be a vindictive child with flailing self-esteem issues to just play a standard high level wizard and obliterate the breadth of scope of gameplay...you can do it without even angling toward "how can my wizard beat the game?"
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