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DiasExMachina 4ED Update
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<blockquote data-quote="Dias Ex Machina" data-source="post: 4476387" data-attributes="member: 58907"><p>By the end of the weekend we're be nearing the end of the primary draft. </p><p></p><p>I once said to my staff that if we didn't make the October release but we worked our asses off, then I can at least say we are putting out one hell of a product that will justify the time spent and validate the patience fans have invested with us. </p><p></p><p>By today, we hit 255,000 words, that’s 50,000 words more than the DnD PHB. We are going to be removing certain elements (a race, a few feats, paragon path or two) to get us in our page budget. These sections are not being deleted; they're only being culled into the next book. I finished rituals and unique magic items and am currently polishing monsters with Jibblets. He still has nearly a dozen more monsters to go, half of which will probably be cut for a later book (sorry Jibbs). </p><p></p><p>Expect an announcement dealing with our planned release date hopefully soon. Also, by next week, we'll have a complete playtesting package ready for those interested. </p><p></p><p>I mentioned rituals. I didn't mention Foundation Spells. Foundation Spells were a game balancing effect we messed with in the 3.5 version. In order to fix issues we had with escalation of power levels (something still not addressed to my satisfaction with Pathfinder), we capped spells at 6th level and selected only a handful of spells from 7 to 9 to become foundation spells. To use a foundation spell, you had to have acquired an anchor--kind of a semi-unique magic item which contains the essence of the spell. We had thoughts of taking them out altogether but I really enjoyed the idea of wizards leading quests to foreign lands to find a unique spell. </p><p></p><p>The way this works is that Foundation Spells require their anchor in hand to cast. They come in two different forms: Rituals and Powers. Rituals are just like normal rituals except they also require the anchor in hand when casting. Power Foundation Spells are swappable powers for your class. They have a level suggestion, just like any other magic item, and with the wizard Foundation Mage epic destiny, you can swap out an existing power with this foundation spell. Like before, you must have the anchor in hand to cast. They are more powerful than the spell they are replacing and have costs to their casting. Here is one from our list:</p><p></p><p>TRICKSTER’S BULLET</p><p> It is no simple orb. It does not reflect the future or foresee the falls of kings. You hold up the silver sphere to the enemy. You whisper the word and it leaps from your hand, eviscerating your enemies from the sheer force of its inertia. It continues to bounce and penetrate enemies. Such a simple sphere could cut down an entire army. </p><p> Level: 21 Class: Power </p><p> Anchor: A silver sphere.</p><p> Effect: You gain Trickster’s Bullet as an alternative daily attack power.</p><p>Trickster’s Bullet Foundation Attack 19</p><p> Daily * Arcane, Foundation, Implement</p><p> Standard Action Ranged 10</p><p> Primary Target: One creature</p><p> Attack: Intelligence vs. Reflex </p><p> Hit: 3d10 + Intelligence modifier damage and the target is knocked prone.</p><p> Secondary Target: One creature except the primary target. The target cannot be more than 10 squares from the primary target (but can be more than 10 squares from you). </p><p> Attack: Intelligence vs. Reflex </p><p> Hit: 3d10 + Intelligence modifier damage and the target is knocked prone.</p><p> Tertiary Target: One creature except the secondary target. The target cannot be more than 10 squares from the secondary target (but can be more than 10 squares from you).</p><p> Attack: Intelligence vs. Reflex </p><p> Hit: 3d10 + Intelligence modifier damage and the target is knocked prone.</p><p> Sustain Standard: You may sustain as many additional rounds of continuous fire from Trickster’s bullet equal to your Intelligence modifier. </p><p></p><p> Sacrifice: You must hit ten targets with Trickster’s Bullet before your time runs out or the sphere will return to you with the same velocity. You are helpless for this attack. If you hit ten times, the sphere returns to you safely.</p><p></p><p> History: Unlike other foundation spells, there is documented evidence of this one’s existence and use. A narros general in command of the armed forced of the Fargon city of Jareg Devonen, Kingsman Lanis, was able to employ such a device against an invading force of skeggs into his land. The spectacle was witnessed by a shaman of a kodiak village of significant strength, who promptly fell to his knees and swore loyalty to the narros from then on. When Lanis died several years later, the sphere was bequeathed to his daughter, but the artifact was never found. A similar, or perhaps the same sphere, was spotted in use by a group of pagus in an assault across Tethuss nearly a century later. The wizard in control of the sphere did not fully understand the potential of the device and when an errant arrow missed his ear and distracted the pagus, the sphere recoiled back and killed him instantly. The body and the sphere fell into the lack and were never recovered.</p></blockquote><p></p>
[QUOTE="Dias Ex Machina, post: 4476387, member: 58907"] By the end of the weekend we're be nearing the end of the primary draft. I once said to my staff that if we didn't make the October release but we worked our asses off, then I can at least say we are putting out one hell of a product that will justify the time spent and validate the patience fans have invested with us. By today, we hit 255,000 words, that’s 50,000 words more than the DnD PHB. We are going to be removing certain elements (a race, a few feats, paragon path or two) to get us in our page budget. These sections are not being deleted; they're only being culled into the next book. I finished rituals and unique magic items and am currently polishing monsters with Jibblets. He still has nearly a dozen more monsters to go, half of which will probably be cut for a later book (sorry Jibbs). Expect an announcement dealing with our planned release date hopefully soon. Also, by next week, we'll have a complete playtesting package ready for those interested. I mentioned rituals. I didn't mention Foundation Spells. Foundation Spells were a game balancing effect we messed with in the 3.5 version. In order to fix issues we had with escalation of power levels (something still not addressed to my satisfaction with Pathfinder), we capped spells at 6th level and selected only a handful of spells from 7 to 9 to become foundation spells. To use a foundation spell, you had to have acquired an anchor--kind of a semi-unique magic item which contains the essence of the spell. We had thoughts of taking them out altogether but I really enjoyed the idea of wizards leading quests to foreign lands to find a unique spell. The way this works is that Foundation Spells require their anchor in hand to cast. They come in two different forms: Rituals and Powers. Rituals are just like normal rituals except they also require the anchor in hand when casting. Power Foundation Spells are swappable powers for your class. They have a level suggestion, just like any other magic item, and with the wizard Foundation Mage epic destiny, you can swap out an existing power with this foundation spell. Like before, you must have the anchor in hand to cast. They are more powerful than the spell they are replacing and have costs to their casting. Here is one from our list: TRICKSTER’S BULLET It is no simple orb. It does not reflect the future or foresee the falls of kings. You hold up the silver sphere to the enemy. You whisper the word and it leaps from your hand, eviscerating your enemies from the sheer force of its inertia. It continues to bounce and penetrate enemies. Such a simple sphere could cut down an entire army. Level: 21 Class: Power Anchor: A silver sphere. Effect: You gain Trickster’s Bullet as an alternative daily attack power. Trickster’s Bullet Foundation Attack 19 Daily * Arcane, Foundation, Implement Standard Action Ranged 10 Primary Target: One creature Attack: Intelligence vs. Reflex Hit: 3d10 + Intelligence modifier damage and the target is knocked prone. Secondary Target: One creature except the primary target. The target cannot be more than 10 squares from the primary target (but can be more than 10 squares from you). Attack: Intelligence vs. Reflex Hit: 3d10 + Intelligence modifier damage and the target is knocked prone. Tertiary Target: One creature except the secondary target. The target cannot be more than 10 squares from the secondary target (but can be more than 10 squares from you). Attack: Intelligence vs. Reflex Hit: 3d10 + Intelligence modifier damage and the target is knocked prone. Sustain Standard: You may sustain as many additional rounds of continuous fire from Trickster’s bullet equal to your Intelligence modifier. Sacrifice: You must hit ten targets with Trickster’s Bullet before your time runs out or the sphere will return to you with the same velocity. You are helpless for this attack. If you hit ten times, the sphere returns to you safely. History: Unlike other foundation spells, there is documented evidence of this one’s existence and use. A narros general in command of the armed forced of the Fargon city of Jareg Devonen, Kingsman Lanis, was able to employ such a device against an invading force of skeggs into his land. The spectacle was witnessed by a shaman of a kodiak village of significant strength, who promptly fell to his knees and swore loyalty to the narros from then on. When Lanis died several years later, the sphere was bequeathed to his daughter, but the artifact was never found. A similar, or perhaps the same sphere, was spotted in use by a group of pagus in an assault across Tethuss nearly a century later. The wizard in control of the sphere did not fully understand the potential of the device and when an errant arrow missed his ear and distracted the pagus, the sphere recoiled back and killed him instantly. The body and the sphere fell into the lack and were never recovered. [/QUOTE]
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