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  1. ComradeGnull

    Pathfinder 1E "Old School" Rules for Pathfinder

    Chuck the skill system. No 'trained only' skills- anyone can do anything by making an attribute check with guestimated penalties for difficulty. Rogues- I mean Thieves- and Bards get percentage-based skills using the old-school charts, or a level-based bonus to 'thiefy' tasks like picking...
  2. ComradeGnull

    Novas and Workdays, Big Fights and Little Fights

    I can definitely understand that feeling, and the idea of wanting your character to be 'consistent' through all areas of play- some people really dislike the idea of any area feeling like a 'mini-game' rather than part of a coherent system. I think the idea of not being able to use powers-...
  3. ComradeGnull

    Novas and Workdays, Big Fights and Little Fights

    "Non-important" is not necessarily meant to mean 'non-threatening'- just balanced around a different standard of power and level of detail. Dying in a 'trivial' fight is perfectly fine, and even particularly appropriate for a certain style of play :p You would also still be free to build 'high...
  4. ComradeGnull

    D&D 4E What 5E needs to learn from 4E

    So what about the idea of having the game explicitly distinguish between big, detailed, 'bullet time' boss fights and small, rules-limited fights? This struck me as something that could strike a balance between the two while making the game style more of the 'modular' type that people are...
  5. ComradeGnull

    Were people's expectations of "Modularity" set a little too high?

    Yeah, there's a sense in which they painted themselves into a corner by continuing 3e's policy of combining thief skills and other non-combat checks into the skills system- if you want to run a skill-less system, for the Rogue you really have to pull out your 1e/2e skill charts in order to keep...
  6. ComradeGnull

    Novas and Workdays, Big Fights and Little Fights

    So keying off some comments RangerWickett made in this thread, I had the following 'modular' idea: So, there are now two types of combat encounters: Big Fights and Little Fights. Little Fights: These fights are 'taking out a goblin sentry', 'fighting two town guards', or 'fighting a handful...
  7. ComradeGnull

    D&D 4E What 5E needs to learn from 4E

    I think it is more about as Scylla points out, making minor but necessary combats flow more quickly and work at a lower level of detail. Combats are like settings or rewards. You want to spend most of your time on the important parts- designing the throne room, the armory, the route the...
  8. ComradeGnull

    The Necromancer: Combo Point Spellcaster, anyone?

    One of the main cultures of elves in Eberon has a strong connection to necromancy- they are ancestor worshipers whose eldest leaders are essentially a form of positive energy-powered quasi-undead. An Elf in that culture applying his natural magical talents (racial minor magic) to necromantic...
  9. ComradeGnull

    Were people's expectations of "Modularity" set a little too high?

    I think anyone drawing conclusions about what play styles will or won't be achievable through 5e based on what isn't available yet is jumping the gun by at least a year. Remember that we just got rules for character creation within the last couple weeks, and even those are still largely...
  10. ComradeGnull

    The Necromancer: Combo Point Spellcaster, anyone?

    Both as a school of magic (i.e., a focus/scheme within the Wizard class) and as a specialty/set of feats that any spellcaster can take. The only pre-req right now is being able to cast spells. I can plausibly see clerics, wizards, sorcerers, and warlocks wanting to specialize in necromantic...
  11. ComradeGnull

    Were people's expectations of "Modularity" set a little too high?

    I think expectations definitely got too high quickly- particularly, I think some people took 'modularity' to mean something along the lines of 'we're not going to publish a game, we're going to publish a kit for building a game'- like when you flip through the core book, the first few chapters...
  12. ComradeGnull

    We need to stop short changing thieves on equipment

    That sounds like 'breaking the door down' to me. Also, not many battle axes are going to have blades thin enough to fit in the gap between the door and the jam without removing a lot of wood in the process.
  13. ComradeGnull

    Let's say I want to use turns in my playtest

    Download the free version of the Labyrinth Lord core rules. It has rules on what you can search in a turn, how far you can move, how long torches last, all that sort of stuff.
  14. ComradeGnull

    The Necromancer: Combo Point Spellcaster, anyone?

    I'm a little unclear on that too- like a per-round combat resource that refreshes at the end of every round? Something where you could choose to either spend them immediately or save them for a bigger move later? Hadn't heard any of the psionics proposals.
  15. ComradeGnull

    The Necromancer: Combo Point Spellcaster, anyone?

    When I was doing a quick character creation using the new playtest rules, something about the Necromancer specialty stuck out to me- the idea of Necromancers storing 'charges' by sucking up the souls of dispatched enemies and then dumping them into more powerful spells. We haven't seen higher...
  16. ComradeGnull

    We need to stop short changing thieves on equipment

    Anyone else have Aurora's Whole Realms Catalogue for 2e? The thief gear was a little heavy on stuff that bumped your thieving skills, but there was tons and tons of mundane gear that you could apply to different situations. There was a Rogue section, a Ranger section, also information on...
  17. ComradeGnull

    Races You Always/Never Use

    I rarely if ever play elves or dwarves. I'm also one who doesn't use many of the "non-standard" (i.e., not default before 4e) races just because I don't feel like I have much... feel for them. Most of my PCs are Gnomes, Goblins, Humans, or Half-Orcs.
  18. ComradeGnull

    Good PC Races Gone Bad: Dwarves

    That was part of my motivation for starting this- it seems like villains with realistic motivations could make for a more interesting (if perhaps slightly lower key) adventure. If nothing else, it can be a fun break from fighting evil cultists and demons bent on world destruction.
  19. ComradeGnull

    Scaly Races (Wandering Monster column)

    Thoughts on lizard men: Don't really understand the whole 'no technology' thing. It makes more sense to me to have Lizardfolk be more similar to uncontacted Amazonian tribes- they make lots of low-impact temporary technology- shelters, fishing gear, spears, bows and arrows- but none of it...
  20. ComradeGnull

    Good PC Races Gone Bad: Dwarves

    The Rise and Fall of the 3' Reich?
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