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    D&D (2024) WotC Fireside Chat: Revised 2024 Player’s Handbook

    In 5e, there's no separate psionics system. There are just some subclasses with a psionic theme. This is how they work in 5.0: The Aberrant Soul sorcerer gets some extra spells that are either telepathic-ish in nature or creepy aberration stuff (arms of Hadar, hunger of Hadar, Evard's black...
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    Worlds of Design: The Problem with Magimarts

    Been a while, but as I recall: the lack of coherent mythology. If you look at real-world mythology, particularly the Greek and Norse mythos we in the West are most familiar with, they tend to be familial and, when not, at least share other bonds. But the FR pantheon (and many other D&D...
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    D&D (2024) WotC Fireside Chat: Revised 2024 Player’s Handbook

    OK then, proper rules for object/structural hit points. "Make something up" for things like walls is not sufficient, particularly when you have things like earthquake and druids turning into earth elementals who are specifically good at smashing these sorts of things. And introducing something...
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    D&D (2024) WotC Fireside Chat: Revised 2024 Player’s Handbook

    I am. My issue is that an aberrant mind sorcerer can make a stand-in if you want to translate someone with psychic powers into D&D. But it's not sufficient if you want psionics to be an important part of your campaign on equal terms with arcane, primal, and divine magic, and if you want...
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    D&D (2024) WotC Fireside Chat: Revised 2024 Player’s Handbook

    Speaking of which, it would be nice to have rules for the hp of structures. There are a number of creatures, at least in 5.0, with the Siege Monster ability that lets them do double damage to structures, but nothing about how much damage it takes to say, break a door or wall.
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    Pale Blue Dot, Revisited

    Nothing we do matters in the grand scheme of things. So we have to make it matter here and now.
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    Trailer Deadpool & Wolverine | Official Trailer

    Likely not. Deadpool not being PG is a big part of the brand.
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    Worlds of Design: The Problem with Magimarts

    As Starfox and James Gasik mentioned, being a level behind is a temporary problem, because that means you will get more XP than your companions. But yes, being able to make items at a discount is a massive advantage. As I recall, Paizo eventually came out with soft errata for Pathfinder 1 where...
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    Worlds of Design: The Problem with Magimarts

    The XP needed is fairly miniscule, and anything that translates XP into in-fiction stuff is fraught with danger. I figure professional item crafters have ways around that, or do enough work to earn it back. But your point is taken. Also, as you mention later, AD&D permanent item creation cost...
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    Worlds of Design: The Problem with Magimarts

    Trading of magic items makes more sense in 3e than in 2e. I don't know if 1e did things differently, but in 2e creating magic items was a mid-to-high level endeavor. You needed to have a lab and/or a forge, plus a library to research methods, and that necessitated a fairly settled life. You...
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    Trailer Deadpool & Wolverine | Official Trailer

    A cut deep enough to be made with adamantium claws:
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    1713807033310.png

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    D&D General Matt Colville on adventure length

    More or less, though the larger work probably allows more stuff to be reused. For example, if the main opponent is some sort of organization, you only need to work out the organization once – maybe with some extra work for different levels of the org, but the background work remains the same...
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    D&D General Matt Colville on adventure length

    Well, that's because attrition-based games where you have 9 encounters per day are boring. 5-room dungeon or bust. There's definitely some thought that has gone into the AD&D XP tables, notably how they doubleish at each of the early levels. You also have the druid table that goes into...
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    D&D General Matt Colville on adventure length

    But in that case, why spend time designing it to provide a particular experience? I mean, if you think that pace is important, why not discuss it when talking about other methods of progression? And if you don't think it's important, why spend time tuning it instead of using a fixed-interval...
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    D&D General Matt Colville on adventure length

    Sure, that's a discussion to be had. But the 5e XP table is designed in a very particular way in order to speed up and slow down at various intervals in order to create a particular experience across a full campaign. I know I've seen devs mention this online (I think Mearls mentioned it back...
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    D&D General Matt Colville on adventure length

    Yeah, I had another thread about how I prefer games where PCs start out competent. Part of that would include not having them advance particularly fast, at least not in their main area of expertise. In addition to the other advantages of starting with PCs who know what they are doing, it would...
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    D&D General Matt Colville on adventure length

    Yeah, that's one of the weird things about 5e. PCs are quite tough, which kind of makes a mockery of the encounter building guidelines leading DMs to often throw encounters at them that are supposed to be 4 times as strong as "deadly", and the PCs still handily win. But that's something that...
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    D&D General Matt Colville on adventure length

    I think this might be related to the popularity of milestone leveling combined with the lack of explanation in the DMG. The XP tables are designed to get you to level 3 in a very short time, but there's nothing in the DMG that actually explains that. So if you're using milestone leveling, you...
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