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    Questions from our sessions (updated for 9/7 session)

    That's a lot of questions. IU'll try answering this: 15. How are weapon ranges and weapon reach applied without a grid in Theatre of the Mind? Answer: Sparingly, only when it matters. Same goes for differences in speed. For example, you can use a reach weapon from second rank in a tight...
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    Wizards: Already Too Strong?

    I think the problems start at level 3. With a mean of 7 auto damage (and the option to split this to two opponents), the Wizard starts to look as good as e.g. the Ranger for DPR, but only using his or her back-up ability. Assuming the melee characters don't get scaling like this in DDN, I'd go...
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    D&D 5E I Don't Like Damage On A Miss

    The first statement "A hit means it is a hit", is the one that is mostly not always true. At least in the "you land a blow that does damage to flesh" sense . . . or in the sense that e.g. 10HP damage on a hit means the same thing regardless of other circumstances. I'd quite happily describe a...
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    D&D 5E I Don't Like Damage On A Miss

    I think that is getting into very literal interpretations of game mechanics here. Probably the majority of HP damage to living, non-magical creatures should come under Glancing Blows for example, regardless of the "hit" or "miss" from the D20 mechanics. Especially at higher level play. That's...
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    Clerical Healing and Aesthetics

    I'm behind the "non-regen" healing suggested in the OP, especially for low-level cures. Basically the physical injuries remain as-is. They might stop bleeding ("lo, a miracle!"), but what is restored is the characters energy, and ability to fight through a bit of discomfort. It helps to have a...
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    D&D 5E 5e "Skill" Checks

    Reminds me of White Wolf if it's allowed in general. Like that game system, it should be the DM asking for the check, based on description, and not the player asking to use a specific mechanical combination of skill + stat (which by the way happens to be the character's best combination). A...
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    D&D 5E I Don't Like Damage On A Miss

    I think this reads too much into "cuts and bruises at 50%" . . . you are looking for a scheme to it, when it's just a helpful comment on how to interpret "50% wounded" "explicit implication" is also a good example of an oxymoron, by the way :-) I've generally worked on the principle that...
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    Dictating The Dungeon: Mapping and Description

    Don't sweat it, let it go wrong. It's part of the fun comparing the resulting wonky player maps to what you have as DM. The players should only need the map to guide them back out, so as long as it branches ok, a 10 feet here or there is unimportant. I tended to explain in first person to the...
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    Playtest Experience [SPOILERS, LONG]

    Reads like you had epic fun. One thing occurred to me . . . . . . this part is epic thanks to random chance, and that kind of dodging inevitable doom is something your group would talk about for years, whatever the system! It has nothing to do with the playtest material or D&D Next rules...
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    D&D 5E I Don't Like Damage On A Miss

    No, it's not true. Or rather it's an over-simplifcation. Really it's not much different to 4E's bloodied condition - there is expected to be some visible effect, obvious impediment or injury to a creature when it is down to 50% or less of its maximum hit point total. There appear to be no...
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    Playtest report - can 22 goblins defeat alcohol?

    The most fun report I've read so far!
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    D&D 5E I Don't Like Damage On A Miss

    I read the reaper ability simpler than that. He/she always hits with melee weapons (at least in the senses you explain). The D20 roll is just to determine how well. The "hit" and "miss" terms are stretched somewhat (becoming game mechanics terms, not descriptions of the action), but you don't...
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    Move - Attack - Move

    Well, I've been DM-ing for 30+ years, and DM-ed B2 more than once, way back in 1982 (-ish) with D&D Basic rules. I've been thinking back to how did this then. Movement was simpler, but there was the same lack of rules for defending your allies. Mostly we played "theatre of the mind" style, and...
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    Move - Attack - Move

    That would work. Basically the rules resolution for combat is for: Character A wants to do something, Character B wants to do stop them or do the opposite, what happens? When the thing that A wants to do is get past B to some objective, and the thing that B wants to do is prevent them, there...
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    Move - Attack - Move

    I'd say that the idea of turns is what's silly, and the rules for actions are just a way of coping with that. It's pretty silly that you'd move 15 foot up to someone standing ready to block you, then another 15 feet past, get an action to do what they were trying to stop you doing in the first...
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