Thyrwyn
Explorer
73 characters the summer I learned to play AD&D. . .good times. good times.Wormwood said:It also helped that it took about five minutes to go from blank notebook paper to brand new character.
73 characters the summer I learned to play AD&D. . .good times. good times.Wormwood said:It also helped that it took about five minutes to go from blank notebook paper to brand new character.
I think what you like is stupid, so I guess we're even.Derren said:Considering that "this" means: Doing stupid stuff only because it looks cool without there any risk for doing stupid stuff. I disagree.
FireLance said:To be fair, that's an equally inaccurate characterization of the expected 3e playstyle as the suicidal lemming comment. I'm sure most players didn't take 20 searching every 5-foot square they encountered during play.
What most players might have done is to take take as few risks as possible, and choose the safest (most logical, most tactical) option over the alternatives. If the 4e rules make risk-taking as viable as playing safe, then we might see more players taking more risks, and enjoying it.
TerraDave said:save vs. die overdone in 3E
I wasn't so convinced at this at first, either, and there are still some aspects that I want to see (namely: Per Day spells) to gauge how they effect things.delericho said:I expect people to use it as often as necessary to return to full health, limited only by what the rules will allow. Once they've gone through their reserves for the day, I expect them to retreat and rest.
The corollary to that is that characters will throw all their 'dailies' at the first one or two encounters of the day, because they know they'll recharge them at the same time. Initially, they will find that 'balanced' encounters are a pushover, but DM's will adapt by upping the difficulty of those first two encounters to compensate...
and everyone will wonder just why 4e plays exactly the same way as 3e.
Unlike a lot of anti-4e folks, I am in favour of per-encounter balancing of the game. But mixing per-encounter and per-day abilities is a bad idea.
Jonathan Moyer said:I think what you like is stupid, so I guess we're even.![]()
This is true, but it misses the second point. While random traps that kill you outright are mostly gone, there are still random traps. Now they just do hit point damage, or inflict ability score damage. Meanwhile the party has a cleric who can cure hit point and ability score damage. The stake is lower- the deathtraps used to make you concerned with character death, and now they make you concerned with using up a cure spell, but its still annoying.Psion said:I find people's comments to the tune of "finally! no more deathtrap dungeons" mystifying, considering that the frequency of such dungeons plummeted when the "save or die" poison damage was supplanted with ability damage. It's like people are clapping because we are solving a problem that has already been solved.
Derren said:For me sitting in a mine cart which races towards a gap in the rails and the only thing you do is cheering is a stupid idea (especially when you later say that jumping out of the cart is wrong).
Wolfspider said:This also mystifies me. (I guess I'm a mystified fella these days.) I can only remember offhand a couple effects that cause instant death with a failed saving throw: Slay Living (of course) and Wail of the Banshee. I haven't run games at super high level yet, though, so that may be my problem.
So what causes instant death in D&D v.3.5?