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  1. GrimCo

    D&D General Weapons should break left and right

    Random items remind me of Diablo. You would get tons of random magic items, some were good, some were ok, some were just crap to sell. Sure, items had durability, but once you found good stuff, you repaired it. Most anoying items in Diablo were good weapons and armors that were ethereal. You...
  2. GrimCo

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

    When you look at it like a feature, not a bug, life becomes easier. Sure, sometimes my players steamroll boss in 1-2 rounds. Good for them, if they enjoyed it, i see it as a success. If they want to go nova every encounter and have 5 minute work day, sure, i let them have it (unless story...
  3. GrimCo

    What rpg system would you use for a 60+ session fantasy campaign?

    Same. System needs to be flexible enough to accommodate and mechanically support at least 3-4 game themes and genres so i can throw some variety of scenarios. 60+ sessions, by frequency of my group playing, is 3-4 years in real life. That's long time to keep someones attention and enjoyment.
  4. GrimCo

    Which are you, The plan everything out GM, or the Ad lib?

    Just to add few points. Stuff that helps me with winging it. These days, i'll mostly run oWoD. I use our hometown as starting point, keep my stories contained mostly to our region (or use european cities we all have visited and have enough familiarity) and use present day as is, just with...
  5. GrimCo

    D&D General Weapons should break left and right

    Some people, not me, would say you can give them better sword, not stat wise, but story wise - maybe it's prettier and shinier with nice jewels in hilt. Problem is, decent amount of players will look at it same way like their crappy old sword from the bootcamp. They won't see it as a reward...
  6. GrimCo

    D&D General Weapons should break left and right

    Sometimes. Sometimes DM just lets you steamroll opposition. At least all DMs i played with did that and that's what i do as a DM. Sure, it is kind of weapons race between players and monsters, but just cause my players are kitted out for the dragon, doesn't mean they wont encounter some orcs or...
  7. GrimCo

    D&D General Weapons should break left and right

    Yup. Fighting stuff, killing others and avoiding being killed yourself is fundamental part of D&D game play. Given option, players will always gravitate to items that make them better at it. It's same in real life, you want best tools you can get to do your job in easiest, most efficient way.
  8. GrimCo

    D&D General Weapons should break left and right

    Ok, this explains it. We are talking about two different things. You are measuring how good design of a game is for you personally. I'm talking generally, not how good is for me personally. Good design is one in which mechanics give good support for play style intended by the designers. 4e has...
  9. GrimCo

    Which are you, The plan everything out GM, or the Ad lib?

    Depends on the game. My DM notes are usually couple of bullet points. I think the key is i know my players very well. We have been playing together close to 20 years together. So it's easy to wing it when you can have solid educated guess how will they act or react. What i do like to do is set...
  10. GrimCo

    What rpg system would you use for a 60+ session fantasy campaign?

    Just to add. Houses of the blooded. Game i would absolutley love to run or play for long campaign. Mix of GoT and telenovelas with multi generational story arcs.
  11. GrimCo

    What rpg system would you use for a 60+ session fantasy campaign?

    Vampire: Dark Ages would be my first choice. Second one would be 7th sea, 1st edition, for more fantasy meets swashbuckling. Honorable mention: LOTR 5e I generally like classless systems which allow for horizontal growth of characters.
  12. GrimCo

    D&D General Weapons should break left and right

    Not edition warring or baiting. When i say best designed, i mean precisely what i wrote. They had clear vision around game play style and designed system fit to that particular style. 4e was designed for tactical, teamwork-focused, encounter-based play, mimicking MMORPGs like WoW which were...
  13. GrimCo

    D&D General Weapons should break left and right

    AEDU was great as a concept. 4e is arguably best designed edition insofar as it has clear focus and it's designed around specific style which it does well. 4e was ahead of it's time. 4e looks like evolved version of 5e, while 5e looks more like evolved version of 3.x. Execution of 4e was clumsy...
  14. GrimCo

    D&D General Weapons should break left and right

    Only played one wizard in 2e, didn't survive first session. Never tried editions older than that. So i'll take your word, but it kind of makes sense, since wizards are artillery from wargame days. Good riddance to that. Wizards can't solve everything trough rituals and using 10 minute to cast...
  15. GrimCo

    D&D General Weapons should break left and right

    Or use 5e Warlock chasis. You get fixed number or slots per rest which grow in power, but not in number, as you level up. That's your big bang, heavy guns. Utility- those go straight to rituals. If you have them, cast them from spellbook, no slots needed. Those are for out of combat use or pre...
  16. GrimCo

    D&D General Weapons should break left and right

    Some do, some don't. Concetration was skill and for maintaining some spells, you rolled it, mostly if you took damage. And it was painful cause DC=10+spell level+ damage received. But yeah, you could stack buffs. Yeah, but, you prepared each spell in it's own slot. Need fireball again? Too bad...
  17. GrimCo

    D&D General Weapons should break left and right

    I think preference comes from type of fantasy one grew up which shaped their view on certain classes. For me, i grew up with Harry Potter ( i was 10 when first HP novel came out). So my first contact with wizard as a concept was from that. Wands, throwing spells left and right. When i started...
  18. GrimCo

    D&D General Weapons should break left and right

    To be fair. 3.5 Warlock was first caster i played that actually felt like proper caster. Sure, it was limited, it didn't have flashy spells, but he could chuck magic round after round all day long and had few nifty tricks that were also always available. Add couple of levels of rogue and you are...
  19. GrimCo

    D&D General Weapons should break left and right

    Yea, 2/3ed low level wizards sucked. 2ed wizard had 1/2/3/5/7 slots per day. In 3.5 you got cantrips, so your progression with them was 4/6/7/9/10. Sure, you get slot or two for high intelligence. Wohoo. In effect, your slots dictated number of turns in combat you in which you can actually be...
  20. GrimCo

    D&D 5E (2024) What should the 15th Class be?

    This. So much this. Battlemaster is pale shadow of Warblade. Full on updated Warblade, with stances and maneuvers (9 levels, like spellcasters). Make low level ones more grounded and higher level ones full on wuxia/anime physics bending/braking one. Also, different disciplines focusing on...
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