Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*Dungeons & Dragons
Damage in this Packet is Totally Out of Control
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Markn" data-source="post: 6066662" data-attributes="member: 21827"><p>I fully support the idea of scaling damage using the 2w and 3w style of 4e. Additionally, I think higher level d&d games could be differentiated from lower games with the idea of weapon mastery. I took a look at the old Rules Cyclopedia and I think there are some excellent ideas in there. Using some of those ideas, the game could change from "rolling dice to do damage" at low levels to becoming more tactical with more "maneuvers" and "fighting styles" which open up further tactical options as the game progresses. Weapon categories can then provide more impact on what styles are available to the character. I think if DDN gives these options too early it is missing a perfect opportunity to differentiate the low end and high end playing style.</p><p></p><p>On the DM side, monsters at the low end have lesser tactics while higher level monsters begin to have much more varied tactics using some of the cool ideas suggested in this thread - things like the dragons wing buffet for example. </p><p></p><p>Additionally, I would really like the designers to continue to design monsters like 4e but go further. Many monster traits only appear once during a fight which does not differentiate them enough. Too many traits relied on mechanics. Some examples I would like to see include: demons are so evil and depraved that their very presence has an effect on the environment, devils summon other devils in combat as much as possible, flying creatures have much more movement than land based creatures and fighting them means a lot of readying an action to strike them as they make flyby attacks. While these traits kind of exist in the game they don't go far enough to make the feel of combat different. </p><p></p><p>I think a slow addition of tactics as the game progresses is an excellent way of changing the feel of the game over time and I'm sure a complexity dial can be built in for groups who don't want this.</p></blockquote><p></p>
[QUOTE="Markn, post: 6066662, member: 21827"] I fully support the idea of scaling damage using the 2w and 3w style of 4e. Additionally, I think higher level d&d games could be differentiated from lower games with the idea of weapon mastery. I took a look at the old Rules Cyclopedia and I think there are some excellent ideas in there. Using some of those ideas, the game could change from "rolling dice to do damage" at low levels to becoming more tactical with more "maneuvers" and "fighting styles" which open up further tactical options as the game progresses. Weapon categories can then provide more impact on what styles are available to the character. I think if DDN gives these options too early it is missing a perfect opportunity to differentiate the low end and high end playing style. On the DM side, monsters at the low end have lesser tactics while higher level monsters begin to have much more varied tactics using some of the cool ideas suggested in this thread - things like the dragons wing buffet for example. Additionally, I would really like the designers to continue to design monsters like 4e but go further. Many monster traits only appear once during a fight which does not differentiate them enough. Too many traits relied on mechanics. Some examples I would like to see include: demons are so evil and depraved that their very presence has an effect on the environment, devils summon other devils in combat as much as possible, flying creatures have much more movement than land based creatures and fighting them means a lot of readying an action to strike them as they make flyby attacks. While these traits kind of exist in the game they don't go far enough to make the feel of combat different. I think a slow addition of tactics as the game progresses is an excellent way of changing the feel of the game over time and I'm sure a complexity dial can be built in for groups who don't want this. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Damage in this Packet is Totally Out of Control
Top