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    Energy Drain

    Some interesting ideas here. One more to consider might be to leverage the existing death mechanic for the basic effect, with optional effects on a per-monster basis, such as additional damage on a failed death save, etc. The basic Energy Drain would be a condition that causes a creature to be...
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    Expertise Dice Not Necessarily Fighter Exclusive

    I was unclear. It is an important question that should be confronted, but at the moment I just don't have the time (or inclination) to confront it in the depth it would require. (bold mine) There are connections in class concepts! They are all adventuring types (or adventure capable anyway)...
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    How To Do Wildshape

    What about a hybrid spells approach that melds at-will wildshaping with more powerful abilities and simultaneously lets the druid focus on wildshaping or standard spellcasting as desired? I'm a bit inspired by 3.5's reserve feats while adopting a more 4e-like approach to how function and flavor...
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    Expertise Dice Not Necessarily Fighter Exclusive

    Fair enough, although the "Is mechanic X evocative of ability Y?" question is a huge rabbit hole (cf. every magic system ever) and not one I'm particularly inclined to go 10 rounds on. I personally don't think sneak attack serves the rogue's image very well, not because sneak attacks aren't...
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    Expertise Dice Not Necessarily Fighter Exclusive

    An idea is only shoehorned if doesn't work elegantly, regardless of other possible executions. Entirely a possibility for a specific implementation (possibly including my off-the-cuff ideas), I'll grant, but I fail to see how this idea is, from first principles, a round-peg/square-hole...
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    [Playtest 2] HP thresholds

    In one of the old L&L article threads I think similar ideas were being bandied about. Thresholds based on current hit points and maximum hit points both have counterintuitive cases and metagaming issues. Personally, I think there is something to be said for rolling "damage" (basically setting...
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    Expertise Dice Not Necessarily Fighter Exclusive

    I'm in favor, in principle, of introducing a generic martial mechanic that can be gained and utilized in vastly different ways, while maintaining a common "interface" to a wide variety of different effects. The key thing is to make sure each class speaks to this interface in a mechanically...
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    Alternate recovery system

    TL;DR version: Reduce maximum hit points for short term hp recovery a la the playtest's hit dice, but treat this as an adventure resource rather than a daily resource. ----------------------------- I've been pondering the hit dice system along with many of you since the playtest rules were...
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    When Fantasy Racism gets stupid

    I wonder if there might be a way for us to have our cake at eat it to, so that the narrative presented in the game works smoothly with a stark black-and-white moral universe or one with many shades of gray. The presentation of setting information and lore is often taken as a "God's-eye-view" of...
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    Hitpoint Mechanic Analysis

    This is a really interesting thread, so I did the same analysis as Chris_Nightwing for some other potential hit point systems. In particular, these values are the hit points that derive from rolling only. 1) The playtest method. Due to the nature of this method, the probability tends to be...
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    Stacking advantage: doing the math

    In a post in my thread about a tiered skill system I made a few charts to demonstrate how multiple dice work out, with I copy here with minor changes. (Some of you may be interested to check out that thread, since characters with the lowest tier of training performing tasks of the lowest tier...
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    Probability question: Advantage and Disadvantage

    Since this topic will probably come up often, it can't hurt to have pictures. I've already been beaten to the punch on tables. :) It is easiest to start with disadvantage. If a character has disadvantage the only way to succeed is if both dice meet or exceed the DC. If the probability of...
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    First Impressions?

    This is what I get for skimming. :) Yes, you are correct. My numbers would be correct if one rerolled until getting at least the minimum result, which is what I thought that section said. (And which would distribute the benefit to each class equally in terms of raw hp gained). In fact, for 20...
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    First Impressions?

    I really like this part, it's a good compromise between 4e and earlier editions. And using the averages will be dirt simple for anyone who hates rolling. I'd even let different players in the same campaign choose what they do at character creation. I don't think it will screw the high HD...
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    The playtest has begun

    So sayeth the email I just received. It includes a link to download the materials. Happy reading and playing to all. Let's try not to screw this up, yeah? :)
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    D&D 5E (2014) Last minute 5e prognostications

    The playtest starts tomorrow, and the nature of discussion here will undoubtedly change. For many of us this will be the last chance to make unguarded predictions or contribute ideas that can't possibly be construed as leaks. Therefore I really need to get these off my chest before it's too...
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    D&D 5E (2014) I don't like Dragonborn: Please stay away from D&D Next.

    I don't care for the Dragonborn, and 4e itself left me cold after an honest attempt to like it, but I don't consider items I won't use in my games (and would try to avoid in others) a waste of space if they enable a larger line of material I will use. Therefore, the true opportunity cost for us...
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    L&L 5/21 - Hit Points, Our Old Friend

    The designers had their work cut out for them, and I think they really took a good whack at it. Whether it works, much less gains supports, is another matter. As a synthesis with clear 4e and pre-4e influences, the risk is always that both groups come away unhappy. My first impressions: It...
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    Rituals are in it would seem

    I'm largely agreed on all these points, with the exception of the first. I think rituals should usually have a basic version that uses only gold or other materials we assume can be easily obtained. This is principally so the game can provide the most basic functionality without needing a...
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