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  1. V

    Why is flight considered a game breaker?

    I suspect it is okay if the rules are clearly spelled out so that the player can judge the risk carefully. In the most mild example (dispel magic ends the spell and there is no feather fall) that's a fairly uncommon hazard and exists more to keep players from becoming too predictable with fly...
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    Why is flight considered a game breaker?

    Well, it is a core Pathfinder skill so the idea is at least a few years old. They add the twist that you have to be able to fly before you can start training the skill so only a smart Druid really has the skill points to develop this quickly. Others are waiting until mid-levels.
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    Why is flight considered a game breaker?

    My take on it is that flight is a difficult ability to balance rsther than any hate for 3rd edition. Editions have tended to over or undershoot the ideal balance point. The issue with 4th edition is not that flight is unbalanced as being too good of an options -- it's that there is not a...
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    Why is flight considered a game breaker?

    I agree, in principle, but realize that the game world changes (radically) from a lot of fantasy worlds if you take this route. Now this is absolutely not true in an E6 environment. In the first six levels, access to flight is limited, duration is short and the only class that can have it...
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    The Skinny on Adventure Tools?

    I am a big fan of the Monster Builder and the way it lets you tweak creatures up and down a few levels quite easily. Nicely multiples the options in the Monster Manual in a very dynamic way; I like it a lot.
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    Why is flight considered a game breaker?

    I think one can have legitimate concerns about the balance of easy/safe flight and teleportation in standard fantasy campaigns even in a sandbox campaign. Sure, one could design adventures that take these abilities into account. But then many types of creatures that one might want to have in...
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    D&D 3.x 3.5 E, older D&D and Pathfinder. What do D&D vets think of pathfinder

    I am kind of mixed. Sneak attack got a lot stronger in 3/3.5/PF then in 1E/2E. Making some creatures immune to it makes it harder to balance the rogue as a character class given how much of an important feature it is. Some creatures still resist it (just as some creatures resist magic) but...
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    Why is flight considered a game breaker?

    I think given the "one round per mile" travel time, I'd allow the travel time to be part of the spell casting and/or over too quickly to matter. Dimension door, for example, already ends your turns. In a similar sense, given the turn ending effects and the range, I am not overly worried about...
  9. V

    Why is flight considered a game breaker?

    This is a good compromise. It gives player's a chance to get additional rewards (knowledge of the lines) or (in your high magic example) it means high level parties can easily hop between cities. Both are improvements in game flavor. The reason I like some means of detecting teleport in...
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    Why is flight considered a game breaker?

    They are pretty good rules. They don't quite have the "tardis effect" but: "Teleporting characters or objects disappear instantly, but teleportation takes a number of rounds equal to the number of miles traveled (minimum of 1 round). During this time, characters at the destination of the...
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    Why is flight considered a game breaker?

    I like the point about maneaverability and falling. One of the balances of flight in more realistic setting is that it is loud (think planes but even birds aren't silent) and it's dangerous to be hit int he air. Fligth would still be a useful ability if it was noisy, could be dispelled and if...
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    Mutants & Masterminds 3rd Edition

    Nice website. Thank you for posting the link.
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    Modules, it turns out, apparently DO sell

    I think that this also tends to be an issue for modules -- the CR that challenges a party varies (and the variance gets worse as level increases). Some of this was inherent in the system: it made a big difference if a player had teleport at level 10 (some parties would have it, some would not)...
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    The Plane Above - the Glorantha-fication of D&D?

    Is it still in print? Or is it like the ICE Middle Earth stuff (an amazing set of materials) that is available only as used copies in questionable shape?
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    Mutants & Masterminds 3rd Edition

    Superman has had many interpretations so it is possible to do a lot with a minimal interpretation. But he almost tied the Flash in a race once so if he is PL10 that says very bad things about the Flash's power level . . .
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    Mutants & Masterminds 3rd Edition

    What is CBR? The only power that I'd find more annoying as a DM is Magick style teleports (groups and teleport changes both time and space). The failure chances would be the only redeeming feature . . .
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    Mutants & Masterminds 3rd Edition

    This is an exceeding good point. Part of what makes a good comic book is challenging the protagonists in ways that enable everyone to contribute. Some serious thinking is required to make Superman and Batman work well together in a typical game. This is even more true of the golden age...
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    Mutants & Masterminds 3rd Edition

    To some extent, I think that this is part of why editions concerns are higher with D&D. I used to look forward to new editions (to see what cool ideas might pop up) when a game was only a few books or boxes; less so when it is 30+ hardcovers.
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    3.X essential books

    I remember reading this bhook (we never sued the material) but it seemed okay to me. What did I miss?
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    Half Elf Gone ?

    It is a delicate dance between makingt he class features of the Half Elf too good or sub-par. It's the disadvantage of a feature that automatically gets stronger as the number of options increase. I actually see it as a good sign that dual strike (a PHB power) is still a leading contender . . .
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