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  1. fnwc

    Help me Scott Rouse, you're my only hope...

    Or the developers are genuinely passionate about their games and want to tell everyone about them.
  2. fnwc

    A few nit-picks on powers

    The way this is written, any time an attack misses you, an image disappears, regardless if the attack targets your AC or not.
  3. fnwc

    Damage vs HP Scaling

    I only hope that the scaling doesn't make levels seem too generic. 3E plays fairly different at certain milestone levels: 5th level (fireball), at 9th level (death effects), and at 15th level (initiative = win). One of the downfalls I've noticed in some games with similar power scaling is that...
  4. fnwc

    D&D 4E Verisimilitude IMPROVEMENTS in 4e

    These are all true. However, I don't personally find it necessary for a ruleset to explicitly define all possible situations in order to be a good ruleset. I don't really want to get into a gamist vs simulation argument here; I'm merely responding to previous posts that infer that a system isn't...
  5. fnwc

    D&D 4E Verisimilitude IMPROVEMENTS in 4e

    I know. But it's a ... secret.
  6. fnwc

    D&D 4E Verisimilitude IMPROVEMENTS in 4e

    If you fall in lava, what happens next is wholly at the discretion of the DM. The fact that some DMs need rules to adjudicate what happens in this situation is the difference between DMs who view the rules as a guideline and those who view them as gospel.
  7. fnwc

    6 players, 5 hours, 4th edition

    This is true, but I've seen this happen in 3E and other game systems as well. I'm not sure what 4E is doing to specifically encourage this behavior as opposed to 3E.
  8. fnwc

    6 players, 5 hours, 4th edition

    You don't think the ability for an entire race to teleport 25 feet is powerful? Besides combat, there are things like Eladrin armies being able to teleport across (short) rivers and that sort of thing. Certain players can easily reach ledges and other obstacles that they might not have...
  9. fnwc

    6 players, 5 hours, 4th edition

    If that's the case... wow. Seems like a *very* powerful ability. The closest I've seen to this in 3E is the teleport reserve feat, but that requires a level 4+ teleport spell held in memory (if I remember correctly).
  10. fnwc

    6 players, 5 hours, 4th edition

    Is there any mention of how per-encounter abilities might be usable outside of combat? Many of the powers are combat-only, however Fey Step seems very useful in other situations. Does this mean Eladrin can teleport around at-will in non-combat scenarios?
  11. fnwc

    6 players, 5 hours, 4th edition

    This. Even at low levels, look at the 3E martial classes. 95% of the time they do the exact same thing in every combat (attack or full attack with a charge here or there).
  12. fnwc

    Insight's D&DXP Blog

    Agreed. These items are more interesting than the standard sword +1 or amulet of health +2.
  13. fnwc

    D&D 4E AICN 4e Review Part 2: DMing 4e

    You must have played in a bunch of homebrew adventures; a ton of published 2E TSR adventures were chock full of magic items.
  14. fnwc

    D&D Experience Character Sheet Scans

    I don't know if this has been posted yet, since the forums are a bit slow at the moment. You can find a full set of the D&D Experience character sheets here. They're clean enough to be legible.
  15. fnwc

    D&D eXPerience: My Experience

    I really like the idea of traps being interactive and part of the tactical arena rather than static disable checks. Although there were some traps described in 3rd edition that were closer to what you described, most of them were of the garden variety "disable or fail" type. I wasn't a huge fan...
  16. fnwc

    D&D 4E AICN 4e Review Part 2: DMing 4e

    I'm not sure what this really means. It seems to me that the existence of Ye Olde Magick Shoppe (or lack thereof) is a setting/DM decision, rather than a rules mechanic. Of course, the reviewer mentions that rules for creating magic items are clearer and easier; I would think this would...
  17. fnwc

    How Would You Design Fourth Edition?

    Ok, my bad. I must have misread your post. :\
  18. fnwc

    How Would You Design Fourth Edition?

    Because design is iterative. It's much easier to start with something that you know works on some basic level. You can change parts of the system and test them to see how they work in play. If you have to radically change the underlying system to get the behavior you want, you're probably...
  19. fnwc

    How Would You Design Fourth Edition?

    I can't tell if you're being sarcastic or not, but if you're played Robo Rally, you'll notice that the basic gameplay is pretty much as you described. For D&D though, you can run into some silly issues because a character is only allowed to evaluate his position for the first phase. Each phase...
  20. fnwc

    How Would You Design Fourth Edition?

    This sounds more like Robo Rally than D&D to me.
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