Wormwood
Adventurer
D'karr said:Players, the worst aspect of any game...![]()

This job would be great if it wasn't for the customers.
D'karr said:Players, the worst aspect of any game...![]()
ShockMeSane said:I can't help but think from reading his posts that Aria's gaming group must likely consist of his enemies.
Isn't the point of D&D that it's something you can play with your friends?
That's how my 4e game is going to roll. 3 books, implied setting. Go.JohnSnow said:And I'm looking forward to June. I'll actually probably start running the game with just the RAW and be happy (although I may pick up Necromancer's release to get more class options ASAP). That makes me very excited. It's something I had trouble doing in 3e...
That's one of my problems with it too.Aria Silverhands said:Yeah I know, but it seems like nearly all the stuff in 4th edition is by default, in the player's hands and it requires the DM to be a hardass and say, no you can't do this. No you can't do that. Instead of the DM saying, here's what you can do.
I hope you didn't get whiplash, because I just yoinked this so very hard.Mercule said:Even better, you can leave magic items in, but not worry about the plus, just the special abilities. I'll have to look at the full set of rules, but I'm very tempted to say that, all magic swords (for example) scale their bonus with the PC's level. That way, the ancestral weapon the dwarven warlord is always useful. Meanwhile, the tiefling fighter can continue to loot tombs for "better" weapons. A magic weapon ceases to be "+1" or "+4". It's just "+20%" and some toys.
That's really, really attractive as every PC IMC who uses a weapon has a signature weapon and most have custom crafted armor. I'm already trying to fiddle with scaling weapons and such.
Mercule said:Even better, you can leave magic items in, but not worry about the plus, just the special abilities. I'll have to look at the full set of rules, but I'm very tempted to say that, all magic swords (for example) scale their bonus with the PC's level. That way, the ancestral weapon the dwarven warlord is always useful. Meanwhile, the tiefling fighter can continue to loot tombs for "better" weapons. A magic weapon ceases to be "+1" or "+4". It's just "+20%" and some toys.
That's really, really attractive as every PC IMC who uses a weapon has a signature weapon and most have custom crafted armor. I'm already trying to fiddle with scaling weapons and such.