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    D&D General Mike Mearls says control spells are ruining 5th Edition

    Equally it's a modified version of 4e. Bounded accuracy; the lack of scaling spells; classes with "sub-classes"; its action economy; much of its approach to weapons and armour; etc, etc, etc.
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    Why do we need thieves??

    As best I can infer from the OP's various posts about the RPG they are writing (or have written), it seems to use magic-wielding classes to achieve genre-appropriate fiction without relying on metagame mechanics or other action-resolution and framing devices that don't directly correspond to...
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    Why do we need thieves??

    I would expect that being stabbed in the back by a knight, or really anyone who is handy with a blade, to be a pretty unhappy experience. The D&D tradition of backstab/sneak attack is a mechanical device, bound up with the class build rules and the to hit/hit point rules. As far as mundane...
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    Why do we need thieves??

    I don't think this is especially true. And I don't think the rules for swimming do anything to support balance. They're just clunky and incomplete, and disconnected from other relevant elements of the game like STR and CON as ability scores.
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    Why do we need thieves??

    The AD&D DMG (p 55, in the section on "Waterborne Adventures") has rules for this; I don't think they're especially good: Swimming will be impossible in any type of metal armor with the exception of magic armor. Any character wearing magic armor will be encumbered and the only stroke possible...
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    Why do we need thieves??

    A fighter is a specialist too, aren't they? The notion of combat abilities vs non-combat skills is a feature of D&D's PC build rules. It's a game convention, not a matter of fiction or even really genre.
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    Why do we need thieves??

    The idea that there is some fundamental in-fiction difference between a thief and a warrior doesn't seem very plausible to me. It's a conceit of PC building in the context of fantasy (or even semi-historical) RPGing: compared to the warrior build, the thief build trades away robustness of...
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    D&D General Mike Mearls says control spells are ruining 5th Edition

    I don't find the comparison of RPG design to the design of safe vehicles very compelling. I think it tends to distort rather than clarify the issues being discussed. I don't think this is an accurate description of 4e - 4e has powerful control effects (including on fighters, as well as wizards...
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    Torchbearer 2e adventure site - lair of the basilisk

    Reflecting on my little dungeon, I decided to add a little bit of intellectualism to it: Entry floor: There are frescoes – of planets, stars, serpents, boats (signs of the passage through the void) on the walls, and also writing (Scholar Ob 2 or Theologian Ob 3 to recognise it as inscriptions...
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    Torchbearer 2e adventure site - lair of the basilisk

    For the basilisk, I have drawn heavily on this version of a cockatrice posted on BWHQ.
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    Torchbearer 2e adventure site - lair of the basilisk

    Recently, a NPC in my TB2e game - Lareth the Beautiful - had an enchanted mask placed over half his face, to conceal the scar caused by a Bugbear's fangs: Iron Mask of the Beautiful Half-Elf This mask of polished iron covers the right side of Lareth’s face, concealing a scar caused by a...
  12. Lair of the Basilisk.png

    Lair of the Basilisk.png

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    D&D General *Hobbits* in a late-80s AD&D product

    From page 3: The Monster X.P. entry is computed from the Dungeon Master's Guide listings and a subjective additions has been made for the tricks and traps of any given encounter. Three listing are provided under the monster experience points. These listing are used by the DM as the situation...
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    D&D General *Hobbits* in a late-80s AD&D product

    I'd always thought that Hobbits were expunged from D&D by the end of the 1970s. But learned yesterday that this is not the case! REF4 The Book of Lairs II was published in 1987. On p 42 it has a medusa-based scenario. And it begins: Local shepherds tell of a strange, ancient structure nestled...
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    D&D General Adventurers in Faerun-The Book of Low and Mid Level Adventures?

    It's very different from D&D, in mechanics and in play - but In A Wicked Age does a version of this.
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    D&D General Adventurers in Faerun-The Book of Low and Mid Level Adventures?

    But if they're game-breaking, should they really be options? Well, there was a version of D&D that did this . . .
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    Playing "Adventurers" As Actual Adventurers

    Just thinking about this: I like how Agon 2e handles this from an Odyssey/Homeric myth point of view. Not quite real-world adventuring, but a nice element of that system.
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    GMs: What is your prep to play ratio?

    I've never used generative AI for scenario design. But this is an example of what an Agon island looks like (it's one I wrote up): As you can see if you go back to the thread I originally posted this in, it was inspired by a list of "Iron DM" ingredients. But will AI create something like this...
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    GMs: What is your prep to play ratio?

    I'll happily pay for a map and a list of bullet points, if the map is interesting and the stuff in the bullet points compelling! I'm thinking of something like the islands in Agon 2e - these don't have maps, but each is about 3 pages, some of which is bullet-pointed lists, and each is good for...
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    D&D General Mike Mearls says control spells are ruining 5th Edition

    I think once the "more intuitive" saving throw categories of 3E are adopted, it's hard to avoid the push towards further rationalisation/simulation. Eg if one category of saves is about willpower, and that is traditionally associated with WIS, and fighters are not a class known for high WIS...
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