Vaalingrade
Legend
Was it because it was his Game and Campaign her created and he wasn't a player?There are very good reasons why Gygax listed the natural order of play as:
The Game as a whole First.
The Campaign Second.
PLAYERS Third.
Was it because it was his Game and Campaign her created and he wasn't a player?There are very good reasons why Gygax listed the natural order of play as:
The Game as a whole First.
The Campaign Second.
PLAYERS Third.
This has to do with the way Gary ran games. He had a campaign with adventures to go on, and a vast sea of characters that could drop in or drop out at any given time; it wasn't the ongoing adventures of a small band of heroes, but more like, the individual heroes of the world occasionally teamed up to go on adventures.Was it because it was his Game and Campaign her created and he wasn't a player?
The point is that Skilled is bad on top of background.problem in skilled is that is weak and that is why we got Skill expert.
Skilled can be beefed up to have an option for 2 skills with an +1 ASI or 4 skills.
with +1 ASI, you can take is at 4th level and still get "combat" value out of it with raising your primary from 17 to 18.
That is why Telekinetic is best designed feat in the game(not the most powerful):
it gives you + ASI in 3 ability option,
it gives you a cool RP tool with undetectable mage hand,
it gives you a small combat maneuver,
it does not care if your character is based on int, wis or cha. you only need one of those scores to be decent.
if you need int, wis or cha, even as a secondary ability(score of 14), you can use this feat in both RP and combat.
Oh it will.But if the background features had more "teeth", as Crawford put it, maybe that wouldn't have happened in the first place. Just a thought.
You seem pretty sure of that. If Features are replaced by Feats or Feat-equivalents, you think they'll still get ignored? Or are you anticipating Features remaining ribbon abilities with a few system mechanics tacked on, like "advantage on Wis (Survival) checks every off Tuesday, in areas similar to your character's homeland?"Oh it will.
I don't really get this argument, just ramp up the encounters if you want a more lethal game.A more lethal game wouldn't change how I feel, but I would probably enjoy playing it more.
Yea, that's a little One True Way for me, sorry. In some games, the focus is on the characters and their story, and the setting is just there to be a framework for their story. In other games, exploring the setting is the primary focus, and the characters are meant to be somewhat interchangeable. ...
...Neither way of playing is wrong; they're simply different techniques to use that can work better or worse for different groups and different systems.
you don't plan sessions? You don't link sessions? your games don't flow from the choices players make?
if the character driving the goal dies, that goal dies with them
cause Gygax didn't run modern games
your one true wayism can go jump in a lake
no... it CAN but what I have found is that every game has a balance point... 1 death will change the game, but if too many die at all (or especially too close togather) those changes the game to the point where it isn't the same one you signed up for.And that's why a single PC death will cause an entire campaign to fail, and fall apart.
but if the PCs are not interchangeable (the only way that deaths can't effect the game, and for sure the only way that an entire new party, aka every PC has died at least once, can't be a compltly diffrent game.)Putting the campaign first doesn't makes PC's interchangeable. It is the simple acceptance that PC death is a potential outcome of play.
NO game properly run with PC choices mattering at all should not feel VERY diffrent for every death.Nobody likes PC death. Players do get attached. But no properly run campaign should ever have to end over a PC death or two
yes, we have different PCs with different POVs and as such we expect that if we loose a major portion of the party it will DYNAMICLY change the game...This is not just a difference of taste.
It is a fundamental paradigm shift
Like I said: Never more than one session ahead. Because I have no Idea what the PC's will be doing two sessions from now.
how do you run a game that doesn't have a line?They absolutely do. Which is why I don't ever have to do any "storyline" nonsense.
except in YOUR world the PCs are interchangable and will always follow what the last PCs did... and as such no one of them matter.The key is my PC's are not obligated to follow any path but the one they choose.
FYI once you admit to one true wayism you admit to not understanding D&DSPLASH
Nobody has suggested this... this is YOUR ideaBecause PC death is accepted as a possible outcome, the GM does not have to resort to system manipulations in order to serve the outcome of any preconceived 'story'.
Playing a long-term campaign isn't always the goal.First, what is the goal?
My goal as a GM: I want to run long term RPG campaigns.
heck even the meaning of longterm is up in the air... I ran a 16 month campaign that went from level 2 through level 12, and in the same (apporximit) time period played in one that went from 3rd to 20+epic boons over about 13 months... I know that 1 player remembers the shorter campagin (by months) but with faster leveling as the 'longer' campagin.Playing a long-term campaign isn't always the goal.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.