Yeah :)
I don't mind stealing ideas from other games. They've done some nice 'soft enrages' in recent content.
Also I'm not interested in reducing real world time combat takes. That may happen as a side effect but that's not my goal.
I'm making the combat challenging because speed (in game)...
I think I'll soon try and enrage mechanic. Especially if I use a solo. Something like:
Monster does a 'soul drain' on a random player (save ends).
The 'soul drain' heals the monster 5hp and grants +1 damage bonus to all damage for the rest of the encounter.
The +1 damage bonus stacks and...
One thing I find myself pushing to do is introduce more reasons for players to rush. This is partly due to it being 4th edition DnD but I'm not interested in a game/edition debate. I am interested in your ideas. What have you done to introduce a sense of urgency to a combat or dungeon crawl? So...
I played one for a while. If you've got some strong melee, ideally someone with a 2h for a big 'basic' attack, you can do great. If not then don't bother unless you really like bossing around the other players :)
Why 4th edition works for me:
Characters are more clearly defined and stand out from each other. Each can have a 'wow' factor for encounters without over-shadowing the others.
Progression is a lot smoother and rewarding. Even though a lot of key abilities are handed out at level 1. No more...
I'm trying to clarify this minor detail that seems obvious. A Blast and/or Burst attack, where allies are within the area but not the intended target, will attack and possibly damage the allies too? Or only if the ability specifically states so?
Sorry for the dumb question but I had a weird...
I'm confused. Does everyone agree with this? to my reading sleep is (as has been with previous editions) a spell affect to put someone to sleep. Not a "magical sleep" just an ordinary nap. There are quite simple rules for waking someone asleep including taking damage.
Don't forget someone can wake the sleeping creature. So it's not that powerful as even a slowed target could easily wake the others. You get 1 or 2 rounds of crowd control out of it unless it's combined with a silence or something.
- More character focused than magical equipment
- Giving everyone more per encounter and per day abilities
- Your magic missile critically hit!
- No Gnomes (yet)
- ZOMG SPECIAL SUPER POWER!!!!11one1 at level 1 (although I'd be happy with somewhat large power)
- I'll echo the concerns of 30 levels of spells
- Weapon sizes (yeah I STILL have issues with it)
- Lots of promising tools online... for a monthly fee.
There does seem to be a lot of good stuff...
Let me just check how the current campaign I'm running is doing
* Rescue someone’s kidnapped daughter
There's a girly boy that needs a bit of rescuing. And one of the female players already wants to bonk him (and his brother!) So... CHECK
* Solve a murder perpetrated by a doppelganger...
I voted for option B before I read the full post. And now I think I should have voted A. The players do not get an outright warning. The GM never says "this guy seems so tough he'd kill you without breaking a sweat". However the GM may go to great lengths to describe obvious magical equipment...