Dmg II


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Mercule said:
Agreed. I don't play D&D to recreate the "D&D genre". I play it because I like the fantasy genre, and the system is generally fun. If D&D becomes much more a matter of the "D&D genre" and less "fantasy genre", I'll probably move to HERO. Not as smooth of a system, and a bit more work to cobble things together, but quite functional.
???

You want to explain the distinction between the two genres you mentioned above?
 

Obscure said:
Hmm, rolling 8 then 14 on the random tavern name generating table produces . . . "The Wet Wench."


Actually, to me this sounds like a wonderful name for a dockside tavern in a town with a Seattle-type weather reputation...
 

Ranger REG said:
I dunno. I how many 20-level character classes did you get to play, actually? I mean beyond the core classes and the Witch (3.0e DMG class).

Alright I'll give you that however that wasn't my point. I grow weary of being locked in to what certain people think fantasy should be. Not that it's wrong just that it's a bit chafing to my particular creativity and I would like to see this done in a way that was balanced.

Didn't mean to hijack the thread just something that's been a growing bother for me in the year or so since Arcana Unearthed came out. :\
 

Razz0putin said:
Alright I'll give you that however that wasn't my point. I grow weary of being locked in to what certain people think fantasy should be. Not that it's wrong just that it's a bit chafing to my particular creativity and I would like to see this done in a way that was balanced.
I'm sure you and I have entirely different perspective on fantasy, even though we use D&D/d20 as a common "playground."

I'm guessing you want a formulaic approach to creating class with the ability to add variables without upsetting the base equation? Sounds more like in the realm of Calculus or Boolean Math than your basic Algebraic polynomials. ;)


Razz0putin said:
Didn't mean to hijack the thread just something that's been a growing bother for me in the year or so since Arcana Unearthed came out. :\
So, What's Monte Cook's variant player's handbook got to do with DMG II?
 

frankthedm said:
Mobs, making high level characters feel less high level.

I have to disagree, using smart tactics a bunch of lvl 1 warriors can get some hits in on all but the highest ac PCs. (my example, warriors armed with longspears and swords, if they get adjacent to the target they use the sword obviously. If they can manage to surround the target completely that's 25 attackers. If all but one (24) performs the Aid Other action, that's approximately +24 to hit. My assumtion here is each has a 50% chance of adding +2(hitting AC 10), which boils down to +1 per aiding individual with sufficient numbers. Against mid-level characters that's a high probability of a hit, with a power attack to boost the damage being a real possibility.)

That's without using any house rules or special equipment, if you allow somehing like tight packing as a house rule (2 individuals per 5' square with a small penalty, say -2 to hit) the mob gets even more effective.

IMO, all the mob template does (I can't speak for the one in the book as I haven't seen it, but I have developed and used one in my games) is automate this tedious process of figuring out all the aid other numbers and allow you to throw masses of weak enemies at your players without unduly bogging down the game.

As far as making high level players feel less high level, I can't think of many things that would make a character feel more high-level than going toe-to-toe with a hundred or so warrior types or even goblins, and I think a mob template is a great way to introduce that into the game without slowing down combat more than necessary.
 

I saw the mob template in use in the third to last Cauldron adventure, this will probably be similar. Essentially a mob is a Swarm for larger creatures, like when unruly peasants try to lynch a hero or if a stampede of hores tries to run him over. It worked pretty well, I think.
 

The_Fan said:
I saw the mob template in use in the third to last Cauldron adventure, this will probably be similar. Essentially a mob is a Swarm for larger creatures, like when unruly peasants try to lynch a hero or if a stampede of hores tries to run him over. It worked pretty well, I think.

Which will finally make it possible to attack "the mob". I remember this story told from another game:

DM: "The mob approaches you"
Player: "I attack the mob"
DM: "There are seveal people, not just one"
Player: "Then I attack one of those mobbers"
 


This product is gearing up to be perhaps one of the most thought-provoking ones in a while. I'm on the hook, it wont take WOTC much to reel me in..
 

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