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    It's the Actions Economy, Stupid!

    And that's the crux. There is virtually no way that this balance can be ensured. How do you balance a magic item that grants some sort of flying ability against a fighter's powers at any given level considering that fighters presumably won't have any powers that grant flying? How do you balance...
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    New article Design and Development Article on Magic Item Slots

    And if those new options are clearly better than that character's previous options? It's not quite as black-and-white as "Since there's no numerical bonuses, they'll be fine and won't have much of an impact."
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    The Devil's in the Details: Slavicsek reveals the Pit Fiend in all its glory

    Then seperate it. Seriously, have the barebones combat statblock. And then have a smaller block of recommended out-of-combat abilities. DMs that like to make that stuff up can just ignore the smaller block (especially if it's merely 'recommended'), and DMs that don't like to make that stuff at...
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    The Devil's in the Details: Slavicsek reveals the Pit Fiend in all its glory

    Couldn't you do that anyway? I mean, if that out-of-combat stuff was there, couldn't you just ignore it and make it up yourself? What I'm saying is, if you're a DM who likes to make that stuff up, I don't really see how examples of that stuff being in the stat block will hinder you. But if...
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    The Devil's in the Details: Slavicsek reveals the Pit Fiend in all its glory

    I just briefly skimmed it so I don't have any thoughts, but kudos to WotC for giving us this awesome preview.
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    New article Design and Development Article on Magic Item Slots

    Honestly, I'm not sure where you're getting most of this from. Since you've already taken my comment to mean...that...I'm not sure what me saying anymore to you would really help, you know? So take care, man.
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    New article Design and Development Article on Magic Item Slots

    True. But the current system is already arbitrary. People have just gotten used to it. I mean, in 3E, I can use a magic shirt, but not if I have a magic vest on also? I can't use a magic necklace if I already have another magic necklace on, unless I ad hoc it into a bracelet and put it on my...
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    New article Design and Development Article on Magic Item Slots

    Please stop with the 'if your opinion is different than mine, you're just complaining that you're not getting you way'. That's not gonna do any good. I've already said why I think what I think is better for the game. If you disagree, fine. But please don't acribe motives to my opinions. The...
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    Things that are Easy to change vs. things that are Hard to change

    I think those tend to be more difficult, because it usually ends up affecting encounter balance, and that can be a tricky thing to deal with.
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    Things that are Easy to change vs. things that are Hard to change

    Supposedly. I mean, designers don't always achieve what they set out to do. I can't imagine the 3E designers set out to make it virtually impossible to uncouple magic items from the system. And even with the benefit of hindsight, people don't always completely remove a problem with their first...
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    New article Design and Development Article on Magic Item Slots

    Heh. I just beat you in with a post that addressed that. Presumably, if a character is wearing fewer magic items, he'll also have access to fewer magic items. It's not just scaling the character back a little bit, it's scaling the magic item system back a little bit. Perhaps I should have been...
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    New article Design and Development Article on Magic Item Slots

    This is kind of the premise of the whole deal, you know? If you limit the number of magic items a character can wear, presumably you're also going to limit the number of magic items he has access to. That makes magic items rarer, which increases their luster. Also, if they have access to fewer...
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    New article Design and Development Article on Magic Item Slots

    I suppose. But that seems like a pretty defeatist approach to design. I mean, everything's a matter of taste, and there's no way the designers could do anything right by everyone so what's the point to it all? But the designers are tasked with coming up with fun, creative ways of running a game...
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    New article Design and Development Article on Magic Item Slots

    I've actually now said it at least four times in this thread, but really, who's counting? But they haven't provided the option. If they had provided options, I could say, "Hmm, I like that one, I'm going to use that one in my campaign" and be done with it. But instead, they've provided the...
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    New article Design and Development Article on Magic Item Slots

    And I've repeatedly said around six, even in the same post you quoted. I've said that I like the idea of the three main ones that affect the attack/damage/AC/saves, and that I'd have around three 'accessory' slots for the various other things they're going to have in 4E. If that's not enough...
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    New article Design and Development Article on Magic Item Slots

    It's not so much the possibility, it's more the eventuality of it. That's a pretty wild mischaracterization. I'm not sure how I even implied anything about badwrongfun. If someone wants to run a game where every hero extremity contains a different magic item, fine, great. I just don't think it...
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    Halflings: An Identity Crisis

    I'm completely on board with this.
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    New article Design and Development Article on Magic Item Slots

    Not when a presumably average hero is walking around with nine items on his person and bemoaning the fact that he doesn't have a tenth yet. You can say that only three are required, as if that somehow mitigates this character walking around with nine items on him, but I'm not even sure that'll...
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