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    This Week in D&D

    4th and previous editions really are different games focused at different people (ultimately), with a different play experience. Obviously there's a lot of overlap but its like saying WC3 and DOTA are the same game...
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    This Week in D&D

    The throwback is opening up the 2 other parts of the '3 pillars system', and opening up spells/abilities so they can be used not only in a 'strictly combat' situation, but in RP situations as well. 4th was a tactical miniatures game rewarding tactical thinking. the system became tight and...
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    This Week in D&D

    I'm not sure if some of you guys are the kings of slanted readings, or the DnD crew just have a knack for vagueness. I'm sure merls is talking about a copy of the playtest most of us haven't seen. Its a good thing too, it means proper play-testing can finally begin. To be fair, I'm sure their...
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    D&D 5E (2014) October Playtest Packet - Magic Items, Updated XP, Monster Traits

    I really don't buy the "GM empowerment" argument. There's nothing wrong with striving for a balanced RAW game, if a GM really wants to be "empowered" in that way he's completely entitled to makes his own magic items. If these items we're arguing about aren't balanced to begin with, then why not...
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    I accidentally found a nifty way to do exploration of a map

    With smaller 8x11 maps you could probably do it even cheaper. Get a clear plastic binder insert and coat it black. Solid idea.
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    D&D 4E Healing and combat tension between 4e and Next

    I just don't believe you can't compare a polished, published and heavily errata system to an early play test of a completely different game and hope to get anything really meaningful out of it. Its apples and oranges. I think the direction you're asking questions is fine, but there are better...
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    TO SLAY A DRAGON - County Map Preview

    Great map! Slowly getting better at making them myself. Really inspirational-- I'll probably steal from it :)
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    D&D 5E (2014) New Legend and Lore is up! Magic Systems as DM Modules

    Not from the designer's perspective, I don't think. It has a lot to do with how the the rules are presented. There is a sizable desire out there for a solid set of rules. Its one thing to tinker with the rules, and its another to have those options embedded in the rules. Not everyone is looking...
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    D&D 5E (2014) New Legend and Lore is up! Magic Systems as DM Modules

    Is it worth pointing out the system they're proposing essentially allows for anyone to play the system they want? If you want to lock vancian to wizards you're completely capable of doing it, and in fact WOTC is doing a lot to give you those options, presenting them properly and hopefully...
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    D&D 5E (2014) New Legend and Lore is up! Magic Systems as DM Modules

    There's still a lot of room to explore different class styles aside from the number of spells a wizard gets, and the recharge rate of those spells. You can play around with selection of spells, ability augmentations, ranges, damage dice, +/- actual level, special abilities outside of the...
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    D&D 5E (2014) New Legend and Lore is up! Magic Systems as DM Modules

    at some level this is going to be about how a class's abilities augment the general spell pool, isn't it? That's where we'll probably see the most "flavour", as far as class goes. How will a wizard handle 'at will' differently than a warlock?
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    D&D 5E (2014) Our 4th Playtest - Going for the Crown

    But how do you manage monster hit points before you've pinned down how much damage a PC is going to put out a turn?
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    D&D 5E (2014) Our 4th Playtest - Going for the Crown

    I see the criticism of the playtest package's difficulty rating from a lot of people, and a lot of discussion about it. Do people really believe that there is much to be gained by WOTC attempting to balance the internal dynamics between monsters/PC's before the combat system is fully...
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    D&D 5E (2014) What about the rouge?

    One defining characteristic of a rogue that I'd like to see expanded is he should be able to get the most out of having the advantage. He's the risk taker, and should be able to squeeze most out of situations where things are going his way. Like an expert poker player he should able to minimize...
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    The case against Combat Superiority

    The rogue has had a version of this mechanic for a long time. It was just damage only and positionally restrictive. And while its fairly different in application (obviously CS is about options), I can't see there being a huge problem is allowing him to spend some of these 'backstab' dice for...
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    The case against Combat Superiority

    I'd like to see damage dice reduced to d3, and d6 on a crit. It'll give people more incentive to use special abilities instead of just going for dmg (zzz). Damage is also going to scale pretty crazy at d6 at higher levels. Refreshing at the end of his turn sounds like a great idea too.
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    But Is It Art?

    Absolutely its art. It has all the factors involved in story-telling, just re-arranged in a new way.
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    The More Things Change

    Its like DND's version of Space Marines!
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    For core PHB classes --> sorcerer and warlock

    I think this is an important issue to the design team. They want to tell a story, and not just give a frame work of ad-libs you can fill in. The presentation of this is going to be really important, and I hope they are aware of that. But at the end of the day, they want to give people who don't...
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    For core PHB classes --> sorcerer and warlock

    The only reason the lock and sorc are in the play-test package is because they want to play-test different spell systems. Its a contentious issue with a lot of community so they're jumping on it early to (hopefully) get it right. I'd be a lot happier if they just called it a "spell-caster"...
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