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  1. TwoSix

    D&D General What Is D&D Generally Bad At That You Wish It Was Better At?

    To be pedantic, the change was from "are you, as a player, skilled at open-ended narrative negotiation with the DM" to "are you, as a player, skilled at leveraging the player-focused character building mechanics".
  2. TwoSix

    D&D General What Is D&D Generally Bad At That You Wish It Was Better At?

    To be fair, that's because ~90% of the rules for environmental or other non-combat challenges in 3e boiled down to "Do you have a spell for that?"
  3. TwoSix

    D&D General Why Combat is a Fail State - Blog and Thoughts

    And that's precisely why most games we play have at least some rules. Because most people, in the end, don't want to have one person arbitrating absolutely everything.
  4. TwoSix

    How would YOU change Shadowdark?

    I don't want everything in a new PHB. I just want the publisher to periodically (every 2 or 3 years) put something together that I can hand to new players and say "these are the options". Something a little more fun to look through than a spreadsheet or dropdown-list of options. I mean, most...
  5. TwoSix

    How would YOU change Shadowdark?

    Agreed, I've said this for other systems (like Shadow of the Demon Lord) as well. Just give me one physical product I can plunk down in front of new players and say "Pick from these."
  6. TwoSix

    D&D General Why Combat is a Fail State - Blog and Thoughts

    To me, this is the most salient quote in the blog post: "Therefore, by not systematizing something, we give it the power to expand and dominate a part of the conversation, because without rules the fiction must be resolved through discussion. For example, by not giving characters a skill for...
  7. TwoSix

    D&D General What Is D&D Generally Bad At That You Wish It Was Better At?

    Fair. This is the type of thread where statements of “this is what the game does”, “this is what the game could do (with small tweaks and house rules)”, and “this is what I wish the game did” get easily conflated.
  8. TwoSix

    D&D General What Is D&D Generally Bad At That You Wish It Was Better At?

    Fair. But considering the thread topic, I was working on the assumption that people would be presenting ideas that were more hypothetical.
  9. TwoSix

    D&D General What Is D&D Generally Bad At That You Wish It Was Better At?

    To be fair, I think @Lanefan has expressed criticism for those aspects of the hit point system before.
  10. TwoSix

    D&D General What Is D&D Generally Bad At That You Wish It Was Better At?

    Well, it's somewhat tautological. Those mechanics help ground the character in the setting BECAUSE the intention is to have a setting where even high-level characters are still mortal who can be humbled by mundane bad luck.
  11. TwoSix

    D&D General How would you make this ruling? Vortex Warp

    They'd have to pry vortex warp out of my artificer's cold, dead hands! It's his number one go-to spell.
  12. TwoSix

    D&D General What Is D&D Generally Bad At That You Wish It Was Better At?

    I mean, you can absolutely have a game where 12th level characters have to worry about things like diseases, food and water, and the weather, and a second game where being that powerful means those concerns are utterly trivial, even within the same game engine (with some minor house rules)...
  13. TwoSix

    D&D General What Is D&D Generally Bad At That You Wish It Was Better At?

    But how much rule changing is actually required to turn a paladin from "using divine spells" to "just generically awesome?" I would argue not that much, outside of some targeted interactions like counterspell and dispel magic.
  14. TwoSix

    D&D General What Should Magic Be Able To Do, From a Gameplay Design Standpoint?

    In the narrative, it's most likely that other characters beyond the PCs have access to identical effects, and often even stronger effects than the PCs might ever gain access to. (Unless the narrative is about the PC or PCs having access to something unique within the setting.) Whether that...
  15. TwoSix

    D&D General What Should Magic Be Able To Do, From a Gameplay Design Standpoint?

    Assuming a D&D-like setting somewhere along the Forgotten Realms-Eberron axis, I would want to see something like this: 1) Magic broken up into a several "schools" of effects. Any one class should be skilled in no more than one or two of these. Some classes could be made using thematic...
  16. TwoSix

    D&D General Favorite Iconic D&D Metropolis

    Definitely Sigil.
  17. TwoSix

    D&D 5E (2024) Wargamer Takes Shot At WotC for Not Respecting Forgotten Realms Canon.

    I guess this isn't the thread to talk about my Pink Dragon Knights of Sembia or Cerulean Dragon Knights of Mulmaster, huh?
  18. TwoSix

    D&D 5E (2024) Multiclassing and ability score drain?

    I just don't see the needs for a requirement at all; although I'm not in the camp that thinks multiclassing is a problem. (Or that balance is a high priority for a 5e game.)
  19. TwoSix

    D&D 5E (2024) Multiclassing and ability score drain?

    Agreed. I'm not a fan of the MC stat requirements in general, but even if I do keep them, I want them to apply to learning new classes, not old ones. Between a character with 16 Str and 10 Int, and one with 13 Str and 13 Int, who both start in the Wizard class, why can only the former not...
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