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  1. M

    Who cares about Otiluke, Mordenkainen, Rary and whatever geezer names they trot out.

    I couldn't care less, what the books call the spell. I dislike the setting implications, but if it's just a name, I can live with it, whatever. I will likely reflavor everything to fit my characters/campaigns any way, as I have done so in all previous editions. I'm fine with generic names...
  2. M

    D&D 5E (2014) Another D&D Next Playtest Survey

    I didn't. Magic Missile does nothing for me. Of the wizards I played in any edition, most of them didn't even have it in their spell book, only one of my characters, a Fighter/Wizard had the spell, and it was so I could reflavor it as hurling a barrage of hand axes at an enemy. One of my notes...
  3. M

    D&D 5E (2014) Another D&D Next Playtest Survey

    I told them, I didn't need multiple versions of the same spell, for it to feel like D&D. Just a Cure Wounds would suffice, it gets more powerful as you pump more power into it, to either heal more damage or target more creatures. I didn't check any of the stat boost spells. I marked the last...
  4. M

    A Humble Request: A Non-Vancian "Leader" in the PHB

    Well... Ideally, I want to be able to play any class as a non-vancian class, so, last option was the most appealing to me, and that's what I voted. But I don't know that themes have anything to do with it.
  5. M

    Your Three Golden Gates of Game Design

    Whenever examining a mechanic, three questions I would ask: How intuitive is it to go from the conflict to the resolving mechanic? How gratifying is the resolution? How could it be better?
  6. M

    Just add a milestone mechanic module

    In one of my 4e games, whenever I need to extend adventuring days, I provide ways to restore surges, recover dailies, recharge item dailies and the like. Works perfectly fine in my situation. But if one character has daily powers, and the other does not, such tinkering has a good chance of...
  7. M

    Five-Minute Workday Article

    I kind of want to see what he's talking about before throwing sticks and stones at him, but I'm not even sure if what he's talking about can be implemented for pacing, and yet create a sense of danger throughout earlier encounters of the adventuring day. And once those earlier encounters are...
  8. M

    Encounter-based Design: The only smart elephant in the room

    I realize the term "encounter power" rubs some people the wrong way, but a spell is a spell, it's a fireball whether you can cast it once per day, per hour, per 5 minutes, per 2.5 seconds, whatever. Isn't vancian about choosing the spells you want? So you might have 8 spells in your book, but...
  9. M

    Encounter-based Design: The only smart elephant in the room

    Why can't vancian memorization, refresh with a short rest instead of extended rest? You read through a few pages of your book, or meditate or whatever vancian casters do, and boom, you're good to go. If they fear people getting annoyed, it will only lead to a paralyzed system, stuck in the...
  10. M

    Ditch Weapon And Armor Lists

    I'm going to agree with both of you. One world might have rapiers and crossbows, another might have nun-chucks and shurikens, one might have agiels and dacras, yet another might have cutlasses and flintlocks, and why not, even lightsabers and bowcasters. The game system can't make distinctions...
  11. M

    Rule-of-Three: 07/10/2012

    Solo's aren't necessarily grindy in 4e, though I've seen it both ways. More often, they are on the wimpy side and drop quickly. I distinctly remember us dropping a blue dragon in 2 rounds, with one of the PC's never getting a second turn. But I've also seen a black dragon give a party headaches...
  12. M

    Rule-of-Three: 07/10/2012

    Yeah, about half the time. Right, I am just stating my preferences. Just one view of many. Indeed. And one could play that way. Or not. It's not like I haven't seen 15 levels in 15 days, in previous editions of D&D with monty haul campaigns. It's a choice. However, it is not a wild...
  13. M

    Rule-of-Three: 07/10/2012

    I would love it, as long as the character remained functional (no comas please). Your leg might get caught in a bear trap, and you suffer a -1 penalty to speed for the remainder of an adventure, and have disadvantage on ability checks that would require you to use that leg. Or you might suffer...
  14. M

    Rule-of-Three: 07/10/2012

    The more I read random ideas about length of an adventuring day, the more I want infinite resources. When you rest, you regain all your hit points, powers, everything. You're ready for the next encounter. Go! No daily powers. No healing surges. You run through as many encounters as you need to...
  15. M

    Design principles of healing - no mechanics allowed

    Design principles I'd like to see... You should not need a healer. You should be able to play as many encounters as you want in any specified period of time (hour, day, week, whatever). Maybe you need to go through 4 encounters in 4 minutes. Maybe you need to go through 10 encounters in 8...
  16. M

    Advantage/Disadvantage Impressions

    I don't dislike the concept. Many things can give you advantage/disadvantage, and they don't stack. This will surely lead to simpler balance, and to more options in the long run. If there were 4 ways to gain a bonus to attack that stacked, players may be frequently tempted to pick all 4 ways...
  17. M

    D&D 5E (2014) Magic Items in D&D Next

    I don't like +X items. Don't see any need for them. If you've got a flaming sword, you've got a flaming sword, I don't understand why it needs to be +X. The bonus just burdens the system with one more mathematical doodad. Same with armor, neck items, what have you. I don't mind items having...
  18. M

    Are You Still Playtesting?

    Playtested, found it boring, moved onto other things. I'll give it another read with the next iteration, but unless it includes a better playtest adventure and some options for "my play style", I'm not really interested in being bored again.
  19. M

    D&D 5E (2014) What do you want in the first D&D Next adventure path?

    The first published 5e adventure should be a pristine example of "how to write a 5e adventure". It should showcase the various tools of the edition, provide an introduction for recommended secondary rules for the adventure (or adventure arc), provide grey box text for various play styles...
  20. M

    D&D 5E (2014) Armor in Next

    I'd be happy with two kinds of armor that have a game mechanical impact, light and heavy. The rest is all cosmetic. I don't need armor to be simulated any more than that. But if people want a historically accurate representation of every kind of armor, with game mechanical tweaks, fine... Just...
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