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    Manual of the Planes: The Evolution of Rules Complexity

    At the risk of thread drift, let me note there's a lot of rose-colored glasses when people look back at the "Good old days" of "simpler rules where you just sat down and PLAYED and you were free to do all the whacky things you wanted without a 'feat' or a 'power' or whatever". The fact is, those...
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    Manual of the Planes: The Evolution of Rules Complexity

    OTOH, the feeling of "Oh, :):):):), we must head for HELL ITSELF!", and the time spent gearing up/researching/preparing helps make the game feel real -- you're getting ready for a major foray into a place where most mortals instantly die, this isn't the same as trekking down to the sewers for a...
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    Manual of the Planes: The Evolution of Rules Complexity

    Well, here's how I see it. A lot of 4e rules are based around how the old rules worked in actual play. For example, healing times. Yes, it's idiotic/bizarre that all wounds are healed after you nap. But in actual 3.x play, after any fight, players would break out the thousands of potions of CLW...
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    The Heroic Impulse: Where Have All the Heroes Gone?

    The King by Rudyard Kipling
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    Things I don't like about the 4E DMG - part 1 of 1000

    Come And Get It, a Fighter encounter power which automagically pulls all foes in a Burst 3 towards the fighter, then the fighter attacks them. It doesn't matter how intelligent the foes are, or if they are immobilized (forced movement works on immobilized foes), or if there's no reason for them...
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    Draconomicon or Manual of the Planes???

    Both are good books if viewed on their own; both are much sparser than their 3x counterparts. The MOTP gives a good overview of the new cosmology and has excellent chapters on the Feywild and the Shadowfell, clearly the designer's new favorites; the rest of the cosmos, meh, not so much...
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    The Heroic Impulse: Where Have All the Heroes Gone?

    Reality, reshamality. It's simply an amusing inconsistency, or more likely the result of different design goals. Design Goal 1: Skills ought to matter, even for magic. Thus, many rituals enhance rather than replace skills, or require skills. You NEED a high Heal skill to effectively use even...
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    The Heroic Impulse: Where Have All the Heroes Gone?

    But Raise Dead does NOT, which I find amusing -- you can kill someone with Cure Disease, but never fail to Raise them.
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    Things I don't like about the 4E DMG - part 1 of 1000

    I think some people's -- at least my -- objection is that the advice encourages arbitrary fiat instead of in-world constructs. "You didn't describe him well enough" is basically a DM decree, and the player is welcome to reply, "But we described him down to the mole on his left chin, and we spent...
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    Why 40th level?

    The level cap will be raised in the expansion. :)
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    The Plane of Christmas: Where should it go?

    Thought of that too, huh? :)
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    The Plane of Christmas: Where should it go?

    It just seems SOOOOO Feywild to me. If that fails, an Astral Dominion.
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    Things I don't like about the 4E DMG - part 1 of 1000

    If a single Scry blows the entire adventure, you've designed a very poor adventure. Sorry. 4e gives you, what, 30 seconds of Scry time, at level 24? Consider this: By the time your players are level 24, you have DMed them through a LOT of adventures. (A newbie DM starting a high-level campaign...
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    Things I don't like about the 4E DMG - part 1 of 1000

    Define "disruptful" as a way which differs from "useful". As I read it, the advice is saying, "Only allow scrying if you NEED them to scry to move the plot forward; otherwise, ban it." On the 4e rules forum, there is a thread about a level 5 Rogue Daily which some DMs don't like because --...
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    Things I don't like about the 4E DMG - part 1 of 1000

    Well, now I know where the infestation began. I've seen a lot of threads on ENworld, and RPG.net, from 4e DMs complaining this power, or that magic item, or whatever, "ruined" their precious, perfectly planned encounter. Never mind plot railroading -- some 4e DMs are now aghast that those...
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    What was so bad about the Core 2e rules? Why is it the red-headed stepchild of D&D?

    And Trix are for kids. :) I figured since it's obvious English conjugates verbs, the OP must have meant nouns. Hey, I was a WRITING major, not a GRAMMAR major! :)
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    Mearls on Controller design and At-Will balance

    All of them don't, just the one you tell it to. The way our games work: Player: I roll arcana! DM: OK, it's blah. Player (in character): Guys, be careful. That thing can eat your spleen at 20 paces! If, for some reason, the player who makes the check chooses NOT to tell the other characters...
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    What was so bad about the Core 2e rules? Why is it the red-headed stepchild of D&D?

    I suspect he meant "nouns". My house, your house, their house, his house, her house, the house yesterday, the house tomorrow... I believe in some languages, you'd need a different form of "house" for some or all of those.
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    Long-Term Skill Challenges and Encounter Powers

    So an SC that represents, say, a day of research, at no point did anyone get to sit still for five minutes? Must have been one *happenin'* library! (Which might make more sense if this were a CoC game... ) OK, the consensus seems to be that, all internal logic to the contrary, an "encounter"...
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    Long-Term Skill Challenges and Encounter Powers

    The general rule is, an encounter power can be used once every 5 minutes "out of combat", correct? So -- I just got a Utility 2 power, Crucial Advice, or, as written on my character sheet, "You're Doing It Wrong". This allows anyone who trying an untrained skill in which I am trained to reroll...
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