vagabundo
Adventurer
Dear jebus, I feel like I've timeportalled back a decade. The same disccussions, so weird.
If 5.5 turned into a 4.5 it could make me buy it. 5e has unerwelmed me in so many ways I've just ran other things or 4e.
EDIT: Just to be clear that there are things I've wanted fixed in 4e, like power/feat bloat and some streamlining of certain elements. 4e was a monster of content in someways, but it needed a good 4.5 edit. Essentials was more like an experiment; I like a lot of essentials, it wasnt a 4.5.
Why didn't you let him have the Shurikens? I don't understand why its connected to 4e. If you have refluffed something and a player interacts with the element why not let them? 4e is very flexibable, transparent. Its fairly easy to rule on the fly without breaking anything.
I would have let him collect them as a consumable maybe if I was uncomfortable with them being in the game long term. They're made of funky material, they break on a hit, collect the missed ones after the fight if you like etc.
I've done these ruling in every edition since BCEMi, 4e is no different in that regard. 4e excells at transparency and, not published enough, but a core system that is so easy to run on the fly.
You'll probably get some great examples of monsters that do this, but do your self a favour and get something like the Monsters Vault or MMIII. The 4e Monster books for mechanics where so good.
Rituals were free form spells that took time to cast(1 minute, 10 minutes, 1 hour,) usually had a monetary component and maybe something else. They could be cast by anyone who had the Ritual Caster feat. They had to be mastered. effectively it meant that anyone could do cool magic.
Sometimes there were Arcana, Religon or Nature skill checks. They were devided up by function not magic school (Exploration). All the big teleport spells, etc were rituals. They were cool, had a few poblems mechanically and probably underused, but cool none-the-less.
If 5.5 turned into a 4.5 it could make me buy it. 5e has unerwelmed me in so many ways I've just ran other things or 4e.
EDIT: Just to be clear that there are things I've wanted fixed in 4e, like power/feat bloat and some streamlining of certain elements. 4e was a monster of content in someways, but it needed a good 4.5 edit. Essentials was more like an experiment; I like a lot of essentials, it wasnt a 4.5.
In 4e fluff never seemed to matter, one example was I had NPC's throwing magic shurikens in an adventure. They were refluffed magic missile. A player, a monk, really wanted to pick them up. All of a sudden I had to come up with a reason why, or just say, no the rules don't let you, which kinda sucks in the middle of a game. Normally that isn't a big deal, but something like that would happen A LOT A LOT in 4e games. Especially in Encounters and official content. I found myself mentally exausted from constantly having to justify fluff that didn't match what the rules were doing. And while it isn't an inherent thing in 4e, 4e by it's design with a hard seperation between fluff and rules all but enforced it.
Why didn't you let him have the Shurikens? I don't understand why its connected to 4e. If you have refluffed something and a player interacts with the element why not let them? 4e is very flexibable, transparent. Its fairly easy to rule on the fly without breaking anything.
I would have let him collect them as a consumable maybe if I was uncomfortable with them being in the game long term. They're made of funky material, they break on a hit, collect the missed ones after the fight if you like etc.
I've done these ruling in every edition since BCEMi, 4e is no different in that regard. 4e excells at transparency and, not published enough, but a core system that is so easy to run on the fly.
well I don't know what i don't know really.
I get that some monsters had new changes that came about when they were bloodied. What's some examples of those that people liked? Did any have ones that would activate on death?
Apart from notation was there any big changes to some spells?
And I've heard a bit on ritual magic in 4e, but i don't get how it works.
You'll probably get some great examples of monsters that do this, but do your self a favour and get something like the Monsters Vault or MMIII. The 4e Monster books for mechanics where so good.
Rituals were free form spells that took time to cast(1 minute, 10 minutes, 1 hour,) usually had a monetary component and maybe something else. They could be cast by anyone who had the Ritual Caster feat. They had to be mastered. effectively it meant that anyone could do cool magic.
Sometimes there were Arcana, Religon or Nature skill checks. They were devided up by function not magic school (Exploration). All the big teleport spells, etc were rituals. They were cool, had a few poblems mechanically and probably underused, but cool none-the-less.
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