Search results

  1. T

    Mike Mearls comments on design

    All of which is irrelevant to what I've been arguing. I noticed.
  2. T

    Mike Mearls comments on design

    Oh, get your own material already! There are planes for elements and alignments, and they're D&Disms. We agree. The elements themselves resonate in ancient science theory, though. Now - where's your point? You're trying to dispute, but all you do is reinforce my argument. See? You assume...
  3. T

    Mike Mearls comments on design

    You assume I want to necessarily defend the Great Wheel, and that I want to defend old D&Disms and only attack the new. You assume wrong. That said, I would venture that the classic idea of four elements is semi-mythological, and that that apocryphal system of the elements is echoed throughout...
  4. T

    Mike Mearls comments on design

    The difference between these and a tanglefoot bag, cleric or eladrin is that they aren't D&Disms. Do you understand the concept?
  5. T

    Mike Mearls comments on design

    Yes, and there's one heck of a lot of mythology in those spiritual destinations. The bits you're complaining about are just there to reflect a D&Dism: the law-neutral-chaos bits of the alignment system. You've made my argument for me.
  6. T

    Mike Mearls comments on design

    They're somewhere around here. Can't find them amongst all these tanglefoot bags and pots of greek fire, and I'm not sure which is worse - direct references to real world in the core or contrived D&Disms in the core which are somehow deemed appropriate for every D&D world purely based on some...
  7. T

    Mike Mearls comments on design

    Neither has it's core cleaved very far from mythology (and don't bother to trot out Tolkien again, he didn't invent elves and dwarves, just tapped into a mythological vein). There are D&Disms like clerics, but that's not an invitation to make it more "out there" based on this precedent...
  8. T

    Mike Mearls comments on design

    Heh...saw "Be Cool" recently and apparently it's important to get the right look of baseball bat in order to be truly bad...so, okay, so long as it's not metallic red. ;)
  9. T

    Mike Mearls comments on design

    Hey, I don't think bad names are fun, nor classes that don't make sense and lack archetypes (like "warlord"). Healing by hitting people doesn't make much sense either, and after seeing Mearls' rust monster with rust that "gets better" I have little faith in his ability to suspend disbelief...
  10. T

    Races & Classes spotted?

    It depends on how many "gnomes" in the game that there are to throw out, though. Just ranting that maybe it would be an idea to keep them to a minimum. Luckily, things like classes, races and weapons don't tend to have other components of the game dependent on them, so you're right, they can...
  11. T

    Races & Classes spotted?

    That makes sense... I'm in. :)
  12. T

    Races & Classes spotted?

    Well...I do like warlocks. And Points of Light. Over there on the happy side...do you have balloons? And puppies?
  13. T

    Races & Classes spotted?

    No, there isn't that. Most people can't agree on the difference between a flail, ball & chain, mace and morningstar (and yes, I know what the D&D definitions are), but that's neither here nor there with regard to the appropriateness of a spiked chain versus a long sword.
  14. T

    Races & Classes spotted?

    Yes...and WOTC have a choice - they could add to the pile of stuff in the core which is questionable whether it should be there, or put it in a supplement. I didn't like spiked chains either, but that's not an invitation to put in more of them. I don't hear anyone complaining about longswords...
  15. T

    Races & Classes spotted?

    There's only one class for you then: Warlord! It makes about as much sense in an adventuring party as a dragoncrab PC does, so it's perfect! Those WOTC guys, always thinking ahead! (Actually, it does have a certain illogical beauty to it, in a sort of half-vampire half-cow half-godzilla kind...
  16. T

    Races & Classes spotted?

    "Cra-a-ab people, cra-a-ab people, taste like crab, talk like people." Coming to your game, soon! Whether you want them or not! Only, less crabby, more dragony. Or something.
  17. T

    Races & Classes spotted?

    We've established that, and I'm happy to agree that you're wrong, and you're happy to agree that I am. Anyway, back to the real issue at hand: Crabmen = new hotness Dragonborn = old and busted Clearly, crabmen in the core serves the most people. It's subjective, but just as appropriate as...
  18. T

    I think yakfolk are the mystery race

    Crabmen. They've got "PC" written all over them. They're generic in exactly the same way dragonborn are, so WOTC have no excuse but to include them. Word.
  19. T

    Races & Classes spotted?

    Nope. Half-elf and half-orc could be gone without being missed by me (and maybe gnome - they seem redundant...apparently the designers agree). I'd welcome aasimar and tiefling sooner than them, but maybe with better names (aasimar sounds a lot made up). Wouldn't miss halflings either, they're...
  20. T

    Races & Classes spotted?

    I'm arguing that they've got D&D's core wrong. Not necessarily D&D, but the core, yes. And I'm making my case. You don't have to agree, but there it is. And in other news, the sky is usually blue during the day. As monsters, rather than "our heroes". Yeah.
Top