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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Red Box: Some Constructive Criticism
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="nnms" data-source="post: 5308613" data-attributes="member: 83293"><p>I'm not convinced character creation is all that limited compared to the Mentzer red box. So much of what made the Mentzer characters unique had little or no impact on the game. It was still very much archetype based and your class choice mattered way, way more than your ability scores.</p><p></p><p>The new red box is very similar to that. Stat choices are nearly irrelevant as well. Instead of rolling and seeing what classes fit, you pick a class and get the stats to fit. You use the standard array and the stats go in a way that make your character not suck.</p><p></p><p>A shopping list with a few weapon stats would be cool. Especially given how the monsters have all sorts of weapons on them.</p><p></p><p>The limited magic items are kind of crappy. It'd be nice to have more, but I don't think the game is reliant on magic items during levels 1 & 2. It functions just fine in the early levels with no magic items given at all. The game math only falls apart without magic items at levels 4 and up.</p><p></p><p>I'm also not sure that I buy that the DM can't make his own adventures with what's provided. There's a big list of monsters. And examples of the type of treasure parcels each fight should have. There's suggestions on how to get more millage out of the one poster map, but drawing your own is only a piece of paper, a ruler and a sharpie away.</p><p></p><p>Without being able to buy things, GPs are basically just your score. And the limited source of magic items doesn't necessarily have to be a bad thing. I could totally see a group playing their second group of characters and one of them saying "I'm going to get that chainmail +2 this time" and it being part of the fun. Or a player asking "Can this axe be a mace instead this time?" and the DM going "Yes. Yes it can."</p><p></p><p>I just reread the section on designing adventures and whatnot. And I disagree with your assessment that it's incomplete. It tells you how to design quests, how to place and use monsters, and even how to get more use out of the map as well as a paragraph on making your own (even suggesting drawing them out yourself on large graph paper).</p><p></p><p>The only thing I wanted out of the red box that it didn't give was a smooth transition to Heroes of the Fallen Lands. I'm disappointed that pretty much every class has something wrong with it compared to the HoFL builds. The fighter uses the wrong stat for bonus damage, the wizard has a double shot magic missile, the rogue has both at-will attack and movement powers and the cleric doesn't smite undead.</p></blockquote><p></p>
[QUOTE="nnms, post: 5308613, member: 83293"] I'm not convinced character creation is all that limited compared to the Mentzer red box. So much of what made the Mentzer characters unique had little or no impact on the game. It was still very much archetype based and your class choice mattered way, way more than your ability scores. The new red box is very similar to that. Stat choices are nearly irrelevant as well. Instead of rolling and seeing what classes fit, you pick a class and get the stats to fit. You use the standard array and the stats go in a way that make your character not suck. A shopping list with a few weapon stats would be cool. Especially given how the monsters have all sorts of weapons on them. The limited magic items are kind of crappy. It'd be nice to have more, but I don't think the game is reliant on magic items during levels 1 & 2. It functions just fine in the early levels with no magic items given at all. The game math only falls apart without magic items at levels 4 and up. I'm also not sure that I buy that the DM can't make his own adventures with what's provided. There's a big list of monsters. And examples of the type of treasure parcels each fight should have. There's suggestions on how to get more millage out of the one poster map, but drawing your own is only a piece of paper, a ruler and a sharpie away. Without being able to buy things, GPs are basically just your score. And the limited source of magic items doesn't necessarily have to be a bad thing. I could totally see a group playing their second group of characters and one of them saying "I'm going to get that chainmail +2 this time" and it being part of the fun. Or a player asking "Can this axe be a mace instead this time?" and the DM going "Yes. Yes it can." I just reread the section on designing adventures and whatnot. And I disagree with your assessment that it's incomplete. It tells you how to design quests, how to place and use monsters, and even how to get more use out of the map as well as a paragraph on making your own (even suggesting drawing them out yourself on large graph paper). The only thing I wanted out of the red box that it didn't give was a smooth transition to Heroes of the Fallen Lands. I'm disappointed that pretty much every class has something wrong with it compared to the HoFL builds. The fighter uses the wrong stat for bonus damage, the wizard has a double shot magic missile, the rogue has both at-will attack and movement powers and the cleric doesn't smite undead. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Red Box: Some Constructive Criticism
Top