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  1. Paul Farquhar

    D&D 5E (2024) The Great Wizard Extinction.

    Yeah, BG3 lets the caster get away with shenanigans that a human DM would never allow! MM was good in BG1 and 2 too, for interrupting casters and getting rid of Mirror Images. I think the issue in 5e is that enemies are generally too easy to hit in 5e, especially as cover and dim lighting rules...
  2. Paul Farquhar

    D&D General Extra Life Charity D&D Accessories - With possible hints for the Forgotten Realms books?

    There is a dead phaerimm in RotFM. There were phaerimm in Myth Drannor in an earlier edition adventure - possibly 2nd edition boxed set?
  3. Paul Farquhar

    D&D General 5e System Redesign through New Classes and Setting. A Thought Experiment.

    The game is designed to emulate the prose. The prose is important to the game design. It’s far from irrelevant.
  4. Paul Farquhar

    D&D General 5e System Redesign through New Classes and Setting. A Thought Experiment.

    This. And 5e works fine if you don’t worry about balanced encounters.
  5. Paul Farquhar

    D&D General 5e System Redesign through New Classes and Setting. A Thought Experiment.

    If the fights are about expending resources, then the players cannot “lose” the individual fights. However, they can consume too many resources, as a consequence of bad rolls or whatever, which means the party will enter the final battle with no chance of winning. The solution is to focus on...
  6. Paul Farquhar

    D&D General 5e System Redesign through New Classes and Setting. A Thought Experiment.

    It had nothing whatsoever to do with resources (Beowulf didn’t use any). Beowulf did not fight the second monster because it didn’t appear until quite a while later. And that was because it was basically a sequel. one monster is enough for one story, having more monsters devalues all monsters.
  7. Paul Farquhar

    D&D General 5e System Redesign through New Classes and Setting. A Thought Experiment.

    2) is about genre emulation, 3) is about game pacing and fun. But they aren’t completely unconnected, true.
  8. Paul Farquhar

    D&D General 5e System Redesign through New Classes and Setting. A Thought Experiment.

    Nether of those are the correct reasons. 1) common sense aversion to a death spiral. No one goes into danger when they are exhausted - even if there is time pressure, going to your death ain’t going to help anyone. And this has always been the case since before 1st edition. You leave the...
  9. Paul Farquhar

    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    I cast fireball to investigate how many hit points they have.
  10. Paul Farquhar

    Trailer Marvel Television’s Wonder Man | Official Trailer

    He is a very good Method actor.
  11. Paul Farquhar

    WotC Wizards hiring D&D Creative Brand Manager

    Or how deep your roots are. I moved around a fair bit and had several jobs, virtually living out of a suitcase for a period of my life.
  12. Paul Farquhar

    WotC Wizards hiring D&D Creative Brand Manager

    It sounds like "future-proofing" to me. Not only compile a one shop lore resource, but to make it so that it can be amended as needed (to facilitate the innovation of others) and try and anticipate social or political issues that might arise.
  13. Paul Farquhar

    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    You are vastly underestimating the variety of playstyles, and the difficulty for an outsider to understand and communicate them. exactly because you are an outsider for most of them, as am I and everyone else. I've written a thesis. Two, actually (one on Astrochemistry, the other on SEND and...
  14. Paul Farquhar

    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    You realise that there is a lot of overlap between these categories? The people designing games are the same people who you find debating them on forums. I could ask for a show of hands, but I know some prefer to remain anonymous. They don't have any more special insight than you or I have. In...
  15. Paul Farquhar

    Dungeons & Dragons: Heroes of the Borderlands - First Impressions

    Given that 10 is the target age, this is a positive, not a negative.
  16. Paul Farquhar

    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    I see two major problems with that: 1) you can see from this forum that it’s common for people to mis-understand any playstyle that is not the one they prefer, and it’s pretty much impossible to explain it to them. They just (and I have experienced this from both sides) “make no sense”. So who...
  17. Paul Farquhar

    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    The problem isn’t bad behaviour from players, the problem is that having a long sequence of fights without resting makes little narrative sense outside of megadungeons and quickly gets repetitive. The solution is to balance encounters around 1-3 encounters per day.
  18. Paul Farquhar

    D&D General What's your view on a pirate-driven campaign?

    I ran a short sky pirate campaign. That works if you think water is too forgiving. Or have an acid sea. Giving new meaning to the glass bottomed boat.
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