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    Dragon 370 - Design & Development: Cosmology

    So the change works equally well for you and better for others. That sounds like the perfect reason to change it. If we wait for changes that improve everyone's game, we'll not get any evolution at all. See i think internally consistent fluff is necessary in every edition, no mater how awesome...
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    Dragon 370 - Design & Development: Cosmology

    See, for me infinite is a buzzword used by people that do not actually know what it means, when all they are trying to say is "very big". There is a fundamental difference between something being big but finite and something being infinite. Several posters in this thread have shown fundamental...
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    Dragon 370 - Design & Development: Cosmology

    I'm talking logic and internal consistency, not physics. We are set up to think about finite numbers, the infinite makes everything wonky. Hence it makes much more sense to say a plane is "really big", rather than infinite.
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    Dragon 370 - Design & Development: Cosmology

    And to even tell all the infinite number of elves about the war will take infinite time. If you don't tell all of them only finite numbers on bith sides will be involve, so only finite numbers will die. So after the war you will have as many elves as before the war. Nothing changed.
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    Dragon 370 - Design & Development: Cosmology

    Wouldn't even a change due to the butterfly effect require an infinte amount of time? Chaotic effects do generally not affect infinitely large systems.
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    Dragon 370 - Design & Development: Cosmology

    Well, I'm happy if elements of the planes that don't get screen time do not use up book space either. If the elemental planes were still out there, we would expect them do be described in more than a few sentences. Which is a waste. I agree though that focusing on places to adventure should...
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    Dragon 370 - Design & Development: Cosmology

    Infinite planes are silly I would say exactly the opposite. If you think planes should be infinite (rather than just really big), you haven't considered what that means. Many elements of planescape canon for example don't work with infinite planes: The blood war: A battle that kills 10...
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    Dragon 370 - Design & Development: Cosmology

    It's all about screentime Interestingly enough, everybody arguing for elemental planes being useful cites pockets or border regions as areas the PCs may visit. Aren't those places exactly like the new elemental chaos? If so, all the new cosmology does is reduce the emphasis on the places that...
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    I think we're done with 4E

    I had basically the same evaluation when I read up about it. In 3e a vicious weapon turns hp to damage in a 1 to 2 ratio and that is already pretty nice. I think the 1 to 3 ratio for two-handed weapons is just a little too much. However, even without the +9, his expected damage for an attack is...
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    Skill challenge design -- still wonky

    Of course there is the downside of character death. Maybe combat resulting from a failed skill challenge should not be worth any Xp? After all, the players might have been able to avoid said combat. And the PCs still get the gold from the encounter.
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    I think we're done with 4E

    That sounds about right. I think the game is designed for combat to take 6-12 rounds. However, I like several of the strategies suggested on this thread to shorten fights with an inevitable outcome.
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    I think we're done with 4E

    I hope you mean 26 including weapon base damage and not [w]+26. Still, I would be interested in that math.
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    I think we're done with 4E

    By your numbers, the expected damage is 20.5, so he will deal 21 or more damage with exactly half of his damage rolls. How is that an extreme?
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    I think we're done with 4E

    So encounter powers generally deal below 20 damage, even though you roll multiple damage dice and by paragon levels should add at least +8 from feats, magic and attributes to damage? You also don't seem to play with strikers as even a first level rogue can generally do >20 damage with a sneak...
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    Avoiding Railroading - Forked Thread: Do you play more for the story or the combat?

    there is a third reason. The PCs action had effect. While under each of the two scenarios the PCs fight an equally strong force, the total size of the force attacking the town is much smaller under story 1. Hence success by the players will affect the number of causalities among NPCs.
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    G-Cube Madness (or How I learned to Love the Swordamge)

    Outstanding You, Sir are a gentleman and a scholar.
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    Avoiding Railroading - Forked Thread: Do you play more for the story or the combat?

    My approach is simmilar to some of the other posters. I map out an overal series of events that will happen if the PCs do not interfere as well as a couple of ways the PCs can interfere. Then I let the story evolve depending on the players action. The heroe's actions will strongly affect the...
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    Avoiding Railroading - Forked Thread: Do you play more for the story or the combat?

    So you are saying the PCs are able to chance every event that will happen in the gameworld? If an Archwizard wants to summon a Demon, our band of 1st level characters should be able to stop him? Because otherwise, the summoning of the Demon King is foregone conclusion. BTW you may want to edit...
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    Name one thing you love and one thing you hate about 4e D&D

    Love: The Game Hate: The Edition Wars
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    A Wizardcentric Guy misses some of his 3e spells

    On your last question: Have you taken a look at the components in the end of Adventurer's vault. Rather than being necessary for casting a spell, they enhance the power of a spell.
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