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Mythusmage's D&D 4e Thoughts
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<blockquote data-quote="Lanefan" data-source="post: 3164110" data-attributes="member: 29398"><p>Your game couldn't be more different from mine in this apsect if it tried. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> We bump maybe once every 4-6 months (or, every 15-25 sessions), and even then there's details and bookkeeping that get missed *every time*. Then again, some of our crew are atrocious at recordkeeping of any kind.</p><p>Interesting. It'd be up to the DM to ensure the rebuilds don't overpower the originals; but other than that, if the guidelines are well-presented (I know, that's asking a lot) that might reduce multiclassing, and I'm all for that! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Re: oddball PC races:</p><p>I'm not at all suggesting removal of part-elves and part-orcs; I am suggesting removal of planetouched-outsider-vampiric drow as PC's, before they become core if they haven't already.</p><p>Other than the most cursory of glances, I've been D+D all the way...thus, that's my frame of reference. (which, given as we're talking about D+D redesign, fits right in <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ) As for "healbots", if the game's going to give out damage there needs to be a mechanic of some sort to patch it up, and having a class that in essence fills that role seems fine to me. 3e already boosted the heal spells by adding the +1-point-per-level; they don't need any more.</p><p>Well, I don't read adventure design guidelines, I just design the (1e) adventures. Sometimes, a particular adventure suits a particular class; other times it doesn't, e.g. an undead-based adventure suits Clerics but screws Illusionists, and so on...all I have to do as DM is make sure these adventures only come up once in a while. As for traps, if a trap makes sense I'll stick it in; I've had entire adventures without a single trap, but the Thief PC's still found ways to help out and be involved. But I don't "add" things to an adventure just so a class has "something to do"; hell, half the time I don't even know if a given class will be in the party when the adventure gets played! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>I'd still like to see some way of having non-encounter spells use the same resource bucket as encounter spells. In other words, a wizard who has spent all morning casting divination spells should have a lot less gas in the tank for an encounter in the afternoon than a wizard who has cast nothing. Otherwise, non-encounter spells become freebies; probably not a Good Thing from a design perspective.</p><p>Throw out, right now, any thought of "balancing encounters". If a party is out of gas and they find another encounter, or if they're up against something they just can't handle, tough. They can run. Or die. Or run *and* die. X-per-encounter means they just never get to the point of being out of gas; even if they use all their resources and then flee from the dragon and make camp in a cave, they're still nowhere near as vulnerable as they should be when the cave's resident ogres come home a few hours later if all their spells are per-encounter...</p><p></p><p>The only time people run aground on the CR system is when they use it. Once you've DM'ed even just a few sessions, you can function without the CR system at all as you'll know what your party can handle.</p><p>I see it as the DM's job to try to make life miserable for the PC's while in the field, and be somewhat bloody-minded about it; it's the players' job to survive, and enjoy the rewards that come after. But if the players have too many ways of escaping the misery, the rewards are less meaningful and the DM's work in generating the challenges goes for naught. (or, the DM has to generate even tougher challenges with the action-point reserve in mind, which kind of forces the players to use their action points...seems pointless (pun intended) from here...)</p><p></p><p>For some things, as you say, creature type has always existed in a non-codifed form, allowing for DM judgement (is a Troll a Giant or not?). But does it need to be codified, other than to allow WotC yet another forum to issue Rulings and Errata? I don't think so.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 3164110, member: 29398"] Your game couldn't be more different from mine in this apsect if it tried. :) We bump maybe once every 4-6 months (or, every 15-25 sessions), and even then there's details and bookkeeping that get missed *every time*. Then again, some of our crew are atrocious at recordkeeping of any kind. Interesting. It'd be up to the DM to ensure the rebuilds don't overpower the originals; but other than that, if the guidelines are well-presented (I know, that's asking a lot) that might reduce multiclassing, and I'm all for that! :) Re: oddball PC races: I'm not at all suggesting removal of part-elves and part-orcs; I am suggesting removal of planetouched-outsider-vampiric drow as PC's, before they become core if they haven't already. Other than the most cursory of glances, I've been D+D all the way...thus, that's my frame of reference. (which, given as we're talking about D+D redesign, fits right in :) ) As for "healbots", if the game's going to give out damage there needs to be a mechanic of some sort to patch it up, and having a class that in essence fills that role seems fine to me. 3e already boosted the heal spells by adding the +1-point-per-level; they don't need any more. Well, I don't read adventure design guidelines, I just design the (1e) adventures. Sometimes, a particular adventure suits a particular class; other times it doesn't, e.g. an undead-based adventure suits Clerics but screws Illusionists, and so on...all I have to do as DM is make sure these adventures only come up once in a while. As for traps, if a trap makes sense I'll stick it in; I've had entire adventures without a single trap, but the Thief PC's still found ways to help out and be involved. But I don't "add" things to an adventure just so a class has "something to do"; hell, half the time I don't even know if a given class will be in the party when the adventure gets played! :) I'd still like to see some way of having non-encounter spells use the same resource bucket as encounter spells. In other words, a wizard who has spent all morning casting divination spells should have a lot less gas in the tank for an encounter in the afternoon than a wizard who has cast nothing. Otherwise, non-encounter spells become freebies; probably not a Good Thing from a design perspective. Throw out, right now, any thought of "balancing encounters". If a party is out of gas and they find another encounter, or if they're up against something they just can't handle, tough. They can run. Or die. Or run *and* die. X-per-encounter means they just never get to the point of being out of gas; even if they use all their resources and then flee from the dragon and make camp in a cave, they're still nowhere near as vulnerable as they should be when the cave's resident ogres come home a few hours later if all their spells are per-encounter... The only time people run aground on the CR system is when they use it. Once you've DM'ed even just a few sessions, you can function without the CR system at all as you'll know what your party can handle. I see it as the DM's job to try to make life miserable for the PC's while in the field, and be somewhat bloody-minded about it; it's the players' job to survive, and enjoy the rewards that come after. But if the players have too many ways of escaping the misery, the rewards are less meaningful and the DM's work in generating the challenges goes for naught. (or, the DM has to generate even tougher challenges with the action-point reserve in mind, which kind of forces the players to use their action points...seems pointless (pun intended) from here...) For some things, as you say, creature type has always existed in a non-codifed form, allowing for DM judgement (is a Troll a Giant or not?). But does it need to be codified, other than to allow WotC yet another forum to issue Rulings and Errata? I don't think so. Lanefan [/QUOTE]
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