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  1. Mattachine

    Looking for caves of chaos pdf

    Ohnoes! No worries. I'm all set. Thanks.
  2. Mattachine

    D&D 4E My first taste of 4e, and what it means for 5e.

    I must agree with the main point: 4e is a simpler game than 3e, except that characters are more complex at start. This is a huge stumbling block for new players. I run a D&D club at my high school, and starting new folks on 4e was a beast. They had so much to learn about their new characters...
  3. Mattachine

    Energy Drain

    I like the level suppression version. Not too hard to manage. Another version I plan to try out works like this: 1. Each time the level draining creature hits you, it regains hp (or even temp hp) equal to the damage it inflicts. 2. The target hit gains a negative level. 3. While a target has...
  4. Mattachine

    Looking for caves of chaos pdf

    I mistakenly deleted my Caves of Chaos pdf, but I would like to keep it. The WotC site only downloads the current playtest packet now. Does anyone know of a place the Caves pdf can be found? Maybe I just missed it on the WotC site. Thanks.
  5. Mattachine

    D&D 5E (2014) How I ran combat in AD&D - doable in 5e?

    I often played AD&D with minis and a grid (it was intended that way), and I sometimes played 3e and 4e without a grid. Both worked out just fine.
  6. Mattachine

    Severing troll limbs

    I have always hated when some monsters have special rules for crits/different ACs/special stuff for being attacked, when using those same strategies on other enemies would be an instant win. AD&D was rife with them, in two main categories: 1. AC-by-body part 2. Severing heads/limbs If the game...
  7. Mattachine

    WotC's Yuan-Ti vs. Your Yuan-Ti

    I definitely prefer the yuan-ti as wanting to be as snake-like as possible. The "pureblood" are lowly, human-like, but they have their uses. The abomination are the most blessed. The truly freakish anathema are divine, but too violent to roam free. This was the interpretation I got from their...
  8. Mattachine

    Legends & Lore 09/03 - RPG design philosophy

    Why the hate for 1st level characters combating Tiamat? It worked well for these guys.
  9. Mattachine

    Why have dissociated mechanics returned?

    That "problem" makes for streamlined play. It cuts down on combat options and makes those options easier to use, both speeding combats. The Iron Heroes variant for 3rd edition D&D had feat trees for accomplishing combat maneuvers, and also had non-feat ways to do similar things. The non-feat...
  10. Mattachine

    Naming saves old school

    Spell was always the general, catch-all save. I wasn't a fan, since the rest of the saves were rather specific. For me, save breakdown would be like this: Str: avoiding knockdown/knockback, holding on Con: poison, disease, pain (or Wis) Dex: dodging, reflexes Int: illusion Wis: acts of...
  11. Mattachine

    Simplified Encumbrance System

    In my 4e game, I go with Strx5 for basic weight limit; over that, there is a movement and skill penalty. Likewise, I have skill penalties for all armor (starting with leather) and movement penalties starting with chain. One of the things I liked about AD&D was that the encumbrance values were...
  12. Mattachine

    Spell Confusion

    Rather than have an arbitrary rule like, "arcane casters can't cast in armor, unless their class lets them, and divine casters can," have a rule grounded in something understandable: it's tiring to wear heavy armor all day.
  13. Mattachine

    Spell Confusion

    It's a weak system that allows such a character to be viable.
  14. Mattachine

    Spell Confusion

    Most wizards can't wear armor in combat because they aren't strong enough (strength/constitution combination) to wear it all day, and won't have the time to don armor right before a combat.
  15. Mattachine

    How To Do Wildshape

    Spells make the ability easy to balance, and it also makes it easy to make a druid character that either favors wildshape or doesn't use it at all.
  16. Mattachine

    Spell Confusion

    Of course, if armor weight/encumbrance/movement and carrying capacity were done a lot better, this wouldn't be much of an issue. Few wizards would have the strength/con to wear armor all day.
  17. Mattachine

    Wildshape

    Abilities with serious drawbacks generally aren't used by players until those drawbacks are mitigated.
  18. Mattachine

    Spell Confusion

    I like the "must be proficient rule" for casting in armor. As for multiclassing to get armor proficiency . . . sounds good to me. A player wants some type of gish or warwizard, or something, and has to make a choice/sacrifice (multiclassing).
  19. Mattachine

    Dice

    No thanks. d20 was one of the best things that 3rd edition did, and the d20 was always the preeminent die of D&D anyway.
  20. Mattachine

    Wildshape

    Again, the 3.5 PHB version, with defined abilities you could get by level (and restricting the interaction of items with wildshape), and the 4.0 version (wildshape is largely cosmetic, with spells, abilities, and feats needed for special stuff) are great examples for having a fun and flexible...
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