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(Discussion) General Part IV

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Thels said:
Of course. If you join first and stay active, then you have a right to have the most experience.

Don't take this the wrong way, but *TWITCH* :(

I have become exceedingly disatisfied with pen and paper groups over exactly this sort of competitive attitude and I'm hoping not to see it taken as gospel in a group with such great potential. Noticing the group first, or just being on enworld first gives you no rights except post count bragging. The point here is (IMHO) to have fun, and if the level disparities become so great that new players have permanent second class characters, that ain't fun...

Kahuna burger
 

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Kahuna Burger said:
Don't take this the wrong way, but *TWITCH* :(

I have become exceedingly disatisfied with pen and paper groups over exactly this sort of competitive attitude and I'm hoping not to see it taken as gospel in a group with such great potential. Noticing the group first, or just being on enworld first gives you no rights except post count bragging. The point here is (IMHO) to have fun, and if the level disparities become so great that new players have permanent second class characters, that ain't fun...

Kahuna burger

I think the comment probably has more to do with the consistancy of posts, rather than quantity of posts.
 

Macbeth, now that we've settled the hp issue once-and-for-all can you put a note in the character thread? Sooner or later 'Discussion 4' is going to fill up and drop off the front page...

CS, have you made any progress on figuring out how we're going to handle PC usage of Craft (and similarly Profession) skills?
 

Maybe for the sake of simplicity there could be a rule that dead characters can be abandoned with the same result as living characters of one level lower?
Or first level, as I don't think anybody's reached fourth or even third yet.

2 levels seems a little steep for dead characters. I'd say just the one level penalty a la resurrection, plus a penalty that represents starting gold for the level minus what it would cost to get rez'd, maybe on a sliding scale...
 


Uriel said:
Wait till the Feral 6th Level Monk on the next level...

:eek: I've got a bad feeling about this :D.

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In all fairness I really don't think that players should be required to stop following a particular story arc in order that they mix around. The part that appeals to me about the project is that as people began to form coherent stories and form groups the world that was being adventured in would be formed by the interweaving that took place, I think in many cases taht one shortish adventure might not be enough for this and so sticking with a particular 'adventuring party' for the course of a story arc seems like a good idea.

PS. Don't quit Uriel I'm having a great time :)
 

Uriel said:
Wait till the Feral 6th Level Monk on the next level...

:eek: I've got a bad feeling about this :D.

-------------------

In all fairness I really don't think that players should be required to stop following a particular story arc in order that they mix around. The part that appeals to me about the project is that as people began to form coherent stories and form groups the world that was being adventured in would be formed by the interweaving that took place, I think in many cases taht one shortish adventure might not be enough for this and so sticking with a particular 'adventuring party' for the course of a story arc seems like a good idea.

PS. Don't quit Uriel I'm having a great time :)
 

I agree with Arken. I initially liked the idea that parties will form naturally (well, for the most part) rather than 'OK, you guys meet in a bar and decide to stick together for the rest of your lives.'

Instead, there's more flexibility: people come and go, with maybe some sort of 'core' group, as they get to know each other and decide whether they want to hang around each other (with totally viable alternatives if they decide they don't want to) and indeed, they decide whether they want to keep investigating whatever the party's currently going after.

And I second the motion for continuing the story arc, even as it 'graduates' beyond first-level tasks. I definitely want to keep following this through - thanks, Uriel.
 

Well, i wanted to too, but since like everyone was and the thing got really filled, I decided to drop out on it.

KB> Of course if you arrive earlier, but you're not really putting lots of efford in it, then someone who joins later could surpass you.

dpdx> It's a one level penalty for dying and a one level penalty for switching characters what I suggested. Of course early on when you die, you simply have to switch characters, as raising it is not an option, so perhaps we could solve that somehow by

a) Reducing the level penalty to one for characters up to a certain level.

b) Have some way for any character to be raisable, even though there's no way they could afford it.
 

Thels said:
dpdx> It's a one level penalty for dying and a one level penalty for switching characters what I suggested. Of course early on when you die, you simply have to switch characters, as raising it is not an option, so perhaps we could solve that somehow by

a) Reducing the level penalty to one for characters up to a certain level.

b) Have some way for any character to be raisable, even though there's no way they could afford it.
What I'm hearing is that for a player who had to create a new PC because his old one died, and also had to necessarily "switch" to that new PC to continue playing, that player takes a double-level hit. I think one level is the most punishment one should take for dying, and should include the "switching character" tax.

Keep in mind also that at this point, early in the game, the absolute paragons and wizened old women/men of LEW, the most experienced PCs in the "world," have just barely begun to approach XP levels where they might be thinking about third. You'd have to make fourth before the two-level tax gets you even a second-level character (and does you any good) in replacement. I think that's overly harsh, and will lead to timid adventuring and a lot of wasted effort.
 

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