Beyond the volunteering of information of that one guy, it's the "where anyone can see me" bit that sends up my hackles. Combined with the exacting knowledge provided for a specific time period after the theft, and he's my prime suspect.
The Red King - true, I suppose. I have friends that write reviews, and they generally get to see movies early, but they aren't publishing opinions 10 days out. I just didn't realize that the US was getting the movie after almost the entire rest of the world.
I think Will is completely bipolar, and I'm not enjoying that. I'm also not a Whitney Houston fan, so I didn't care for any of the songs. And I'm tired of Kurt. Some days I feel like it should be called "Kurt and the Glee Kids."
I really hope that's not what you took out of my posts. It's not my intent, and it's not my desire. I do think that starting with the simplest base that caters to the widest audience is the best starting point, which then allows for more complexity to be added on. And I honestly think adding a...
Like I said, I don't like the mechanics. Take that how you will. It's not the number of surges. It's the surge mechanic itself. I drink a potion to heal myself, why does that also burn a surge? I'm already depleting a resource. Or, a warlord uses inspiring word to heal me, why am I burning a...
No, see, that's specifically what I asked you not to do. You're trying to appease 2E and 4E gamers by telling 2E gamers to get with the program and just like surge mechanics already. That's not the right answer.
Still, I'll answer it anyway. I don't like the surge mechanic. I don't like the...
You take the existing healing surge rules and port them in, pretty much unchanged. Maybe lower the surge values because of the HP bloat of 4E. Otherwise, there really isn't much to change going up. And yes, I really think it's that easy.
Now, give me the reverse. Give me 2E style HP without...
You simply add healing surges back into your game? That's the simplest one. Additive design elements make more sense than subtractive ones and take a lot less work to create and use. Given two options, it is almost always easier to add than to take away. Core assumption of no surges with surges...
I think you can have those things without making an entire class based around them. I also like the idea of action points/fate points/luck/determination/hero points/whatever name designers give the concept, but I don't like the idea of an entire D&D class based on the use of such points.
Well...
How does it insert? How easy is it to remove and lug around? Do you have any kind of storage for it (like under the table) or does it just sit out until your place it back on top?
I ask because I'm thinking that when my family is back on good financial standing (soon, I hope) I may do something...
So the answer to being "just a game" is to advertise yourself as "just a game"? I don't buy that at all. Part of the selling point of everything is calling out what makes your (insert product) different from every other (insert product) being sold. Equating D&D with Chess does not increase the...
I mentioned it in another thread, but they're still sitting on a setting Rich Burlew created. I want to know what he wrote.
I, too, would like to see a new setting, but I'd like it to be a bit more explicit (not in the sexual sense) than the PoL setting from 4E.
I suppose it was a bit hostile, but I also think it was pretty much correct. I had a longer response, but it's just not worth the time to engage in a discussion with a poster that honestly doesn't seem to see the difference between D&D (or any RPG, really) and backgammon.
And now, if you're not deliberately trolling, I'm completely confused as to why you registered to post on a bulletin board forum that is devoted to RPGs as a whole and D&D in particular. And why your registration month coincides with the announcement of a new edition. Your pseudo-superior snark...
That last panel is my favorite single panel in months. I love the idea of Tarquin single-handedly engaging the entire OotS (minus V, I guess). It's very epic. Of all the subplots, I think Tarquin is my favorite.
And this is exactly why we are at cross-purposes. It is not just another game like Risk or Chutes and Ladders. There is something inherent that separates (maybe not "mak[ing it] anymore special") it from a standard boardgame. That something is the first part of the term "roleplaying." In Risk, I...
I think you could answer that yourself. Because I'm emotionally invested (and financially!) in Dungeons and Dragons, and would like to see them succeed at their goals of uniting a fractured fanbase in one edition of D&D. And because if I wanted to play a board game that was completely divorced...
Once again with the presumed superiority and condescension. Try another tactic, please, because your incessant insistence that you know better is absurd.
Funny, that. I've never played in either of those. In fact, I haven't played in most established settings of D&D.
True. I think mine does.
And...