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Finally, the Obscure Elements Poll

Which obscure options would you really like to see appear in D&D Next?

  • Assassin as a unique class

    Votes: 47 37.9%
  • Druidish bards

    Votes: 27 21.8%
  • Wild mages

    Votes: 48 38.7%
  • Akashic/Factotem (the super-Expert)

    Votes: 14 11.3%
  • Binder class

    Votes: 27 21.8%
  • Swordsage class

    Votes: 32 25.8%
  • Incarnum classes

    Votes: 13 10.5%
  • Name level reward

    Votes: 41 33.1%
  • Strongholds

    Votes: 77 62.1%
  • Duel an NPC to level up

    Votes: 8 6.5%
  • Secret languages

    Votes: 55 44.4%
  • Anti-magical dwarves

    Votes: 32 25.8%
  • Illumians

    Votes: 8 6.5%
  • Diaboli (Mystara)

    Votes: 3 2.4%
  • Tieflings (Planescape)

    Votes: 42 33.9%
  • A "furry" race (e.g. rakasta or sibbecai)

    Votes: 26 21.0%
  • A "scaly" race (e.g. dragonborn or lizardfolk)

    Votes: 44 35.5%
  • A large race (e.g. goliath or AU giant)

    Votes: 36 29.0%
  • A tiny race (e.g. AU sprite)

    Votes: 26 21.0%
  • Xaositects

    Votes: 8 6.5%
  • Lynnorms

    Votes: 21 16.9%
  • Racial levels (e.g. paragon, Arcana Unearthed)

    Votes: 28 22.6%
  • Ability score prereqs for race/class

    Votes: 22 17.7%
  • System shock and ress. survival

    Votes: 29 23.4%
  • Morale and loyalty for henchmen/hirelings

    Votes: 58 46.8%
  • Allegiances

    Votes: 26 21.0%
  • Disease track

    Votes: 59 47.6%
  • Insanity

    Votes: 41 33.1%
  • Morale for monsters

    Votes: 69 55.6%
  • Initiative modified by weapon speed and casting times

    Votes: 27 21.8%
  • Heavy armor grants a small amount of DR

    Votes: 34 27.4%
  • Certain weapons have bonuses vs armor types

    Votes: 26 21.0%
  • Dueling combat subsystem (spell or melee)

    Votes: 24 19.4%
  • Forced movement in combat

    Votes: 34 27.4%
  • Prostitute encounter subtable

    Votes: 39 31.5%
  • Red steel

    Votes: 8 6.5%
  • Wand of wonder

    Votes: 61 49.2%
  • Potion miscibility

    Votes: 49 39.5%
  • Intelligent and Ego weapons

    Votes: 81 65.3%
  • Cursed items that look like good magic items

    Votes: 75 60.5%
  • Cube of Force

    Votes: 28 22.6%
  • Reincarnation

    Votes: 53 42.7%
  • Cambion

    Votes: 39 31.5%
  • Thoul

    Votes: 14 11.3%
  • Xvart

    Votes: 20 16.1%
  • Ki-Rin

    Votes: 30 24.2%
  • Modrons

    Votes: 46 37.1%
  • Algoid

    Votes: 6 4.8%
  • Jabberwock

    Votes: 30 24.2%
  • Para- and quasi-elementals

    Votes: 33 26.6%
  • Brutish dragons

    Votes: 36 29.0%
  • Silly monsters

    Votes: 30 24.2%


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Lanefan

Victoria Rules
One of the options I did not vote for as it is in fact two different things:

I don't want to bother with weapon speed.
I do want casting times for spells - you start on initiative x, you resolve on init. x+y where y is the casting time; and during that time you are highly vulnerable to interruption.

Otherwise, good poll.

Lan-"I'll be over to have a word with all of you who did not vote for the Wand of Wonder"-efan
 

Shemeska

Adventurer
Tieflings aren't obscure, neither classic tieflings from 2e/3e/PF or the "tiefling" from 4e.

But I'll accept that Xaositects are obscure, and I adore them. Xaositect tieflings especially. :D
 





nnms

First Post
Intelligent Items, cursed items, and strongholds are the most popular?

lolwut

Intelligent items are basically a persistent NPC dialogue source which allows the DM to have a verbal say without having a DMPC. That's a solid reason to have them right there.

Cursed items show that magic isn't just about making sure you have the right hit and damage bonus appropriate for you level. It's about magic being about more than just buffing and system bonuses.

Strongholds are about goals. Having plans and goals larger than the current quest or dungeon delve or whatever. They also can represent a departure from railroady play and more towards sandbox play as you tend to the area you are building your little empire in.

In short, all these things are awesome.
 

Tovec

Explorer
Intelligent items are basically a persistent NPC dialogue source which allows the DM to have a verbal say without having a DMPC. That's a solid reason to have them right there.

Cursed items show that magic isn't just about making sure you have the right hit and damage bonus appropriate for you level. It's about magic being about more than just buffing and system bonuses.

Strongholds are about goals. Having plans and goals larger than the current quest or dungeon delve or whatever. They also can represent a departure from railroady play and more towards sandbox play as you tend to the area you are building your little empire in.

In short, all these things are awesome.

Not at all what I thought of when I voted for them, but I do like the thought.

For me its more about:

Cursed items and Intelligent items - allowing greater range of what makes magic items magical. And allowing the simple assumptions which permiated the previous couple editions to go away. If any item can be sentient, with its own will and goals then it adds a new level of awesome. It is like when that goblin surrenders and gives the reason for his hideous acts. The same goes for cursed items but in a different way, the party must be cautious about items they get instead of just assuming every weapon is a +2 sword of kickass they have to be weary that perhaps that item came to them because its previous master was unlucky enough to get it killed in the first place.
It isn't even like I use intelligent or cursed items very often but I certainly want to see their existence at some point coming up in 5th. They are just too cool to pass up. If I want to have use the items as plot related objects, like I would use certain NPCs, then I want to have rules related to them. I loved the idea behind the swords in the book of nine swords. I didn't like the execution, but the idea was brilliant. Giving a unique and personal twist for weapons, or armor or wondrous items or staffs or anything, adds a new layer of cool and complexity that I don't get if every item is just what it seems like and never changes.

As far as strongolds, I probably voted for this one differently than I suspect most did. I voted for strongholds for the party, not for the fighter :p I've used strongholds a couple of times in games and they really allowed for interesting and unique scenarios but I think they have been solely underused, especially at lower levels. I love the idea of the party hanging up their shingle and able to be found in just one place. I love the idea of giving them resources to protect or a PLACE to care about instead of just NPCs. I love the idea of NPCs coming and establishing a town around the stronghold, with the party being heroes strong and capable enough of protecting the little outpost in the middle of nowhere.
However, I think that strongholds don't really have very good rules attached to them to achieve such things that I want to do with them. That is why I voted, to see rules be created to allow me to drop such a thing into a campaign for my players to use. That would be glorious.
 


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