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Trailblazer Teasers (collected)

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You're out luck, Fenris. Wulf has already declared that he's no friend of gnomes, psionics, or epic level material. Which means that somewhere out there, someone who's playing a 21st-level gnome psion is going to be incredibly disappointed.

I actually like gnomes just fine. They, at least, are inside the traditions of the game as I have experienced it.
 

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Here is another voice saying hurry up, damnit!

Actually what really popped into my head over the weekend was: How applicable is Trailblazer to d20 Modern? Admittedly d20 Modern has it own foibles, some of which are shared with D&D and some unique to d20 Modern. Since a full list of Trailblazer's contents are available yet, how much would you estimate could be used in a d20 Modern game?
 

Here is another voice saying hurry up, damnit!

It's been a long, solid night of nothing but Trailblazer here.

Since a full list of Trailblazer's contents are available yet, how much would you estimate could be used in a d20 Modern game?

Ugh. There may be some things that are applicable to it, but only marginally moreso than 3.5 itself.

Honestly you'd get more mileage out of the design notes, I think, but that's not easy stuff to "convert." You could take some design cues from Trailblazer, but I wouldn't try to sell you on that.

I'm sitting here trying to figure out what I'd do for Modern that I didn't already do in Grim Tales-- and coming up dry.
 

I actually like gnomes just fine. They, at least, are inside the traditions of the game as I have experienced it.

No, I understand that completely. I had no need or love for psionics whatso ever. It isn;t part of my fantasy trope.

Now, I do like the mechnics of the system though, the power points, being able to augement a power. And when viewed as magic (that whole thing about technoloy sufficiently advanced is indistinguishabel from magic) I can accept it.

Which is why I don;t like soulblades. I can't get around that idea. But a Psion as a wizard, wilder as a sorcerer, psychic warrior as a kind of duskblade. That I can see. Half the powers refernce spells anyway. So I use it as another form of magic.

But I understand the dislike, it took quite a bit for me to get comfortable even with the concept.

I did have a thought about how the 15 minute rest rule might affect wands and potions, specifically healing ones that might be expended less often with the 15 minute rule. Or will that wash out in any case?
 

I did have a thought about how the 15 minute rest rule might affect wands and potions, specifically healing ones that might be expended less often with the 15 minute rule. Or will that wash out in any case?

Potions and wands are most useful for healing in combat.

Using wands to heal outside of combat was really just a tax on wealth. Did you tax the PCs 750 gp last time they went to town? Yes? Then they have a wand of cure light wounds.

So as gameplay goes, the impact of potion or wand healing between combats is a non-issue by 2nd or 3rd level.

Any circumstance you can imagine in which the PCs can't just say, "I spend a few rounds healing everyone up with our wands," is a circumstance in which the PCs can't snatch a 10 minute rest.

You're either pressuring them, or you aren't. It's that simple.

This is one of Trailblazer's "Zen Moments." (I love that term-- much props to Matthew Finch for that.)

You've just got to get your head around it.
 

I keep meaning to poke by and then forgetting...but finally I remembered. :)

One of the things about the whole 10 minute rest thing...

I ran an E8 game for about a year and right at the outset the group wound up acquiring an item that basically did a Cure Light Wounds every couple of rounds.

The practical end result was that in combat, they were limited in healing but outside of combat, they were able to get their HP back up to full with little "wasted" time. The group liked it and it seemed to strike a nice enough balance.

I've also noticed that several GMs were twitchy about having a Dragon Shaman with the whole "Fast Healing" aura thing going. They felt it was over-powered, despite the fact that it's 1 HP per round (at the level we were playing at) and you can only heal a character up to half their HP; in order to get back up to full they've got to resort to potions/spells/whatever.

It seems like a player/GM divide... Players like this sort of thing because it means they can keep on trucking but it's not a cakewalk for them; on the other hand, GMs seem to get this knee-jerk reflex where they suddenly worry they're not going to able to "challenge" the characters anymore.

Just some random thoughts from both sides of the screen. In the meantime, I'll be chillin' with the rest of folks and waiting.
 

It seems like a player/GM divide... Players like this sort of thing because it means they can keep on trucking but it's not a cakewalk for them; on the other hand, GMs seem to get this knee-jerk reflex where they suddenly worry they're not going to able to "challenge" the characters anymore.

Good post Scurvy. Not to speak for Wulf, but your post addresses some of our basic tenets of design:

1. Do those same DM's have a problem with the party buying a wand of cure light wounds as soon as they can and fully healing the party after every battle?

2. Do those DM's have a problem with the PC's resting again for 8 hours right after their first battle of the day? If they do, how do they feel if the PC's refuse to continue because they know they are not at full strength and therefore more likely to be killed or TPK'ed?

The 10-minute rest mechanic essentially addresses how the game is currently played in many cases.

It definitely gives some "power" back to the PC's but remember, the CR system assumes the party is always at full strength. So in some respects, the Trailblazer rest mechanic will make it easier for the DM to predict how challenging an encounter is.

Hope that helps!
 
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1. Do those same DM's have a problem with the party buying a wand of cure light wounds as soon as they can and fully healing the party after every battle?

From what I've seen, GM's don't tend to find this such a problem because they're "in control" of it.

By which I mean, they can decide if there's going to be wands/potions/whatever available, they have options to take it away, and they've got options for flat-out denying the use of a particular item in some fashion or other.

Encoding it into the rules on the other hand feels like a "loss of power"; this is the sort of thing that ties into arguments about Rule 0 and all that, so it's one of those kinda fine lines to dance.

I personally think that the "control" the GM has is a bit of a false one, but it's all about appearances.

I understand that in a number of respects Trailblazer isn't going to be able to have the "dials" that Grim Tales did for tuning the play, but either putting a dial in on this particular subject might be good, or having a good breakdown of how this particular tweak comes into existence might be the way to go. Just a random "thinking out loud"; I know there's a definite cut-off point where it's a matter of "it'd be nice, but it ain't gonna happen at this point."
 

By which I mean, they can decide if there's going to be wands/potions/whatever available, they have options to take it away, and they've got options for flat-out denying the use of a particular item in some fashion or other.

Well I think it would be difficult for any DM to prevent the PC's from getting their hands on a wand of cure light unless the world is almost completely devoid of magic. If that's the case, then

I completely understand your point though Scurv.

I understand that in a number of respects Trailblazer isn't going to be able to have the "dials" that Grim Tales did for tuning the play, but either putting a dial in on this particular subject might be good, or having a good breakdown of how this particular tweak comes into existence might be the way to go. Just a random "thinking out loud"; I know there's a definite cut-off point where it's a matter of "it'd be nice, but it ain't gonna happen at this point."

Correct, but our new rest mechanic does allow for some flexibility. Our recommended and default "normal rest" is 10 minutes but the system works if that period of time is changed.

We actually recommend the DM "control" the action in other ways, such as pressing the players and preventing them from resting or making the players aware that resting may have consequences.
 

Correct, but our new rest mechanic does allow for some flexibility. Our recommended and default "normal rest" is 10 minutes but the system works if that period of time is changed.

The difference is entirely perception and the control is completely in the DMs hands. What pace do you want to set for your game?

Do you want your PCs on their feet again and back in the thick of things in 10 minutes? Then use that.

If you want to force them to retreat for the day as soon as their resources are spent, then use 1 day.

Somewhere in the middle? Use 1 hour.

Easy.
 

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