Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Narrative Space Options for non-spellcasters
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Neonchameleon" data-source="post: 6149517" data-attributes="member: 87792"><p>This. There are a lot of factors involved in what I want to play and flavour is a big part of them.</p><p></p><p></p><p></p><p>D&D Next is still in the development stage, which is why I feel free to say exactly what I want and why it isn't doing some things for me.</p><p></p><p>And the historic D&D wizard has the ability to turn straight to the DM and say "No. It isn't happening." Such as when the DM says that the enemies are coming through that exit to the cave. A Wall of Stone means they aren't.</p><p></p><p>As for play what thou wilt being the whole of the law, this is what the whole argument is about. One of the things I want to play is a genuinely competent thief-acrobat. In D&D Next as it stands, tightrope walking is DC 25. I can't even play a thief who can match a real world circus performer on a tightrope - or even walk reliably on one in my back garden. A rogue therefore <em>does not fulfil my criteria to work as an acrobat</em>. If I want to tightrope walk reliably, I'm going to need the Levitation spell.</p><p></p><p>But my normal reason for wanting to play a rogue is wanting to play something like one of the classic Mission Impossible team. Something like the following ability (stolen from Spirit of the Century) would really help with the latex/alchemical masks and instant disguises.</p><p></p><p>[h=4]<a href="http://www.enworld.org/forum/#id444" target="_blank"><span style="color: #382513">✪ Master of Disguise [Deceit]</span></a>[/h]Requires Clever Disguise and Mimicry.</p><p>The character can convincingly pass himself off as nearly anyone with a little time and preparation. To use this ability, the player pays a fate point and temporarily stops playing. His character is presumed to have donned a disguise and gone “off camera”. At any subsequent point during play the player may choose any nameless, filler character (a villain’s minion, a bellboy in the hotel, the cop who just pulled you over) in a scene and reveal that that character is actually the PC in disguise!</p><p></p><p>The character may remain in this state for as long as the player chooses, but if anyone is tipped off that he might be nearby, an investigator may spend a fate point and roll Investigate against the disguised character’s Deceit. If the investigator wins, his player (which may be the GM) gets to decide which filler character is actually the disguised PC (“Wait a minute – you’re the Emerald Emancipator!”).</p><p></p><p></p><p></p><p>In order to even approach such shenanigans in most versions of D&D I need actual explicit magic. Much as I like the rogue archetype, a rogue who can't reliably walk on tightropes (and I mean walk rather than full scale high wire acts involving skipping, dancing, handstands, and unicycles) and who can't play reliable disguisey shenanigans isn't fulfilling what I want to do as a rogue.</p><p></p><p>If "Play what thou wilt shall be the whole of the law" then where is the objection to letting me have my trickster-rogues? The ones who are able to step in and say "What you've just seen wasn't actually what was going on". And it's for the rogues far more than the fighters that I need the metagame abilities - especially if I want the rogues to stand a chance keeping up with the casters.</p><p></p><p></p><p></p><p>Just to put this into perspective, 1e soft-capped at level 9 and the game was intended to change at this point (indeed the highest level PC in Greyhawk was Sir Robilar at level 14). And in 2e <em>the generalist wizard needs to explore for all their spells</em>. One of the huge advantages a specialist wizard gets in 2e is a free spell each level. Also Save or Suck isn't that reliable.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6149517, member: 87792"] This. There are a lot of factors involved in what I want to play and flavour is a big part of them. D&D Next is still in the development stage, which is why I feel free to say exactly what I want and why it isn't doing some things for me. And the historic D&D wizard has the ability to turn straight to the DM and say "No. It isn't happening." Such as when the DM says that the enemies are coming through that exit to the cave. A Wall of Stone means they aren't. As for play what thou wilt being the whole of the law, this is what the whole argument is about. One of the things I want to play is a genuinely competent thief-acrobat. In D&D Next as it stands, tightrope walking is DC 25. I can't even play a thief who can match a real world circus performer on a tightrope - or even walk reliably on one in my back garden. A rogue therefore [I]does not fulfil my criteria to work as an acrobat[/I]. If I want to tightrope walk reliably, I'm going to need the Levitation spell. But my normal reason for wanting to play a rogue is wanting to play something like one of the classic Mission Impossible team. Something like the following ability (stolen from Spirit of the Century) would really help with the latex/alchemical masks and instant disguises. [h=4][URL="http://www.enworld.org/forum/#id444"][COLOR=#382513]✪ Master of Disguise [Deceit][/COLOR][/URL][/h]Requires Clever Disguise and Mimicry. The character can convincingly pass himself off as nearly anyone with a little time and preparation. To use this ability, the player pays a fate point and temporarily stops playing. His character is presumed to have donned a disguise and gone “off camera”. At any subsequent point during play the player may choose any nameless, filler character (a villain’s minion, a bellboy in the hotel, the cop who just pulled you over) in a scene and reveal that that character is actually the PC in disguise! The character may remain in this state for as long as the player chooses, but if anyone is tipped off that he might be nearby, an investigator may spend a fate point and roll Investigate against the disguised character’s Deceit. If the investigator wins, his player (which may be the GM) gets to decide which filler character is actually the disguised PC (“Wait a minute – you’re the Emerald Emancipator!”). In order to even approach such shenanigans in most versions of D&D I need actual explicit magic. Much as I like the rogue archetype, a rogue who can't reliably walk on tightropes (and I mean walk rather than full scale high wire acts involving skipping, dancing, handstands, and unicycles) and who can't play reliable disguisey shenanigans isn't fulfilling what I want to do as a rogue. If "Play what thou wilt shall be the whole of the law" then where is the objection to letting me have my trickster-rogues? The ones who are able to step in and say "What you've just seen wasn't actually what was going on". And it's for the rogues far more than the fighters that I need the metagame abilities - especially if I want the rogues to stand a chance keeping up with the casters. Just to put this into perspective, 1e soft-capped at level 9 and the game was intended to change at this point (indeed the highest level PC in Greyhawk was Sir Robilar at level 14). And in 2e [I]the generalist wizard needs to explore for all their spells[/I]. One of the huge advantages a specialist wizard gets in 2e is a free spell each level. Also Save or Suck isn't that reliable. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Narrative Space Options for non-spellcasters
Top