Klaus
First Post
That's my cue, as I did the art on the templates and effects and written the rules* and done the cover...
* with more than a little help from the Baron! Thanks, Red!
Spell Templates:
Clearly we couldn't fit ALL spell areas in the box (space constrains and all), so we decided in favor of those that were a) frequently used in combat; b) small enough that they wouldn't cover an entire battlemat; and c) helped speed up play.
So the templates are not translucent (that'd be mighty cool, but economically unfeasible). They are gridded (with colored squares denoting affected areas) and have special effects. The generic area effects (like, say, 15-foot cone) have "mystical symbols", like those you might find etched on an alchemist's lab, very cool and stuff. Then there are those spells that just beg to be shown in full glory, like Fireball, Lightning Bolt, Burning Hands... These are fully rendered.
Spell Effects:
These are counters for spell effects, like the Interposing Hand, Clenched Fist, Phantom Steed, four Spiritual Weapons (axe, flail, sword and hammer), Horse and Pony (for the Mount spell), Flaming Sphere...
Also included in the BattleBox are the Action Cards, small-card sized references for special combat maneuvers (like Bull Rush, Counterspell, Grapple or Fighting Defensively) to remind players and DMs of the possibilities of DnD combat and to speed up combat by reducing book-flipping.
Then there's the Alert Factor and Pursuit System rules.
Alert Factor, based on a concept by Mike Mearls, helps a DM in running an enclosed social system, like a castle, a dungeon or even a city.
The Pursuit System, based on a concept by Jason Kempton, adds the thrill of the chase to the d20 experience. Wanna chase twenty orc barbarians cross-country trying to save your two halfling friends? This is your answer!
* with more than a little help from the Baron! Thanks, Red!
Spell Templates:
Clearly we couldn't fit ALL spell areas in the box (space constrains and all), so we decided in favor of those that were a) frequently used in combat; b) small enough that they wouldn't cover an entire battlemat; and c) helped speed up play.
So the templates are not translucent (that'd be mighty cool, but economically unfeasible). They are gridded (with colored squares denoting affected areas) and have special effects. The generic area effects (like, say, 15-foot cone) have "mystical symbols", like those you might find etched on an alchemist's lab, very cool and stuff. Then there are those spells that just beg to be shown in full glory, like Fireball, Lightning Bolt, Burning Hands... These are fully rendered.
Spell Effects:
These are counters for spell effects, like the Interposing Hand, Clenched Fist, Phantom Steed, four Spiritual Weapons (axe, flail, sword and hammer), Horse and Pony (for the Mount spell), Flaming Sphere...
Also included in the BattleBox are the Action Cards, small-card sized references for special combat maneuvers (like Bull Rush, Counterspell, Grapple or Fighting Defensively) to remind players and DMs of the possibilities of DnD combat and to speed up combat by reducing book-flipping.
Then there's the Alert Factor and Pursuit System rules.
Alert Factor, based on a concept by Mike Mearls, helps a DM in running an enclosed social system, like a castle, a dungeon or even a city.
The Pursuit System, based on a concept by Jason Kempton, adds the thrill of the chase to the d20 experience. Wanna chase twenty orc barbarians cross-country trying to save your two halfling friends? This is your answer!
