Scotley's and Leif's Constables of the 14th Ward [3.5E D&D] [OOC 02]

I'm signed up for the playtest, too, so we can DM some short dungeon vingettes for each other! Or maybe roll up two characters each and take turns DMing for them?

I would like to. I'm way behind on everything right now, but if I can get the material read and it looks worthwhile I'll try to come up with something of a test for us.
 

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I've been looking into Savage Worlds a little bit; was trying to find a game that works across genres but isn't quite as complicated as HERO. So far I like what I see - it's fairly straightforward, with an emphasis on making the games easy for the GM to run.

I've no experience with Savage Worlds, but it has a lot of good buzz. I've been in the mood for a bit of steam punk myself, but I don't really want tackle a new system to get a fix.
 

I would like to. I'm way behind on everything right now, but if I can get the material read and it looks worthwhile I'll try to come up with something of a test for us.
Cool!

FYI GURPS has steampunk stuff, too! GURPS Steampunk it is available here: [ame=http://www.amazon.com/GURPS-Steampunk-Hardcover-William-Stoddard/dp/1556346050]Amazon[/ame]

One system, many, many games. :D
 
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I'm cautiously optimistic about Next. While there are a few things I like about 4e, I have not been able to embrace it as my game of choice. I'm DM'ing and playing it a bit, but I can say that it will not replace previous games for me the way 3 and 3.5 did. I'm willing to give the Wizards a 'do over'. I have access to the playtest materials, but I have not had a chance to really read them yet.

Well, let us know your thoughts once you do get a chance to review.
 


I have the playtest materials, too, and I have looked at it some and made a character, at least the beginnings of one. Seems pretty OK and much simpler so far.
 



I don't know if I'd say it is like 1e, but interesting. Keep in mind it is very short. The DM stuff is 9 pages, 34 pages of monsters with much blank space and a 31 page 'how to play' doc. I liked the defenses in 4e, but saving throws are back based on ability scores, which seems like a poor choice to me. I'm not sure how much it is appropriate to share in an open forum. The monster entries are interesting. Very short stat blocks, no skills or feats. Just ability scores, AC, HP (no hit dice), initiative, attack, special abilities, space/reach, speed and xp value. Alignment, Size and Type are at the top under the name. So even shorter than 4e much less 3.5e. The text below is more detailed than 4e, much more like 3.5 with ecology, tactics etc. I'd have to dig out some old books to make a comparison with 1e and 2e. It has been too long to trust my memory of such things.

Conditions remain, but very simple with very few numbers. For example Blinded says 'the creature can't see', 'the creature moves at half speed', and 'the creature has disadvantage (probably not allowed to explain this, but is a new very simple mechanic) on attacks'.

3.5 DMG says 'Blinded: The character cannot see. He takes a –2 penalty to
Armor Class, loses his Dexterity bonus to AC (if any), moves at half speed, and takes a –4 penalty on Search checks and on most Strength- and Dexterity-based skill checks. All checks and activities that rely on vision (such as reading and Spot checks) automatically fail. All opponents are considered to have total concealment (50% miss chance) to the blinded character.
Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them (DM’s discretion).'

4e says:
BLINDED
✦ You grant combat advantage.
✦ You can’t see any target (your targets have total
concealment).
✦ You take a –10 penalty to Perception checks.
✦ You can’t flank an enemy.

Leif will be better able to tell us what 1e was like on this, but I'm guessing the idea was you know what it means not to be able to see why have rules for it. Okay, I'm pretty sure their were rules for light sources and I remember a mechanic seeing invisible creatures.

Anyway, the numbers light nature of the playtest document is what I wanted to convey. We had six very numbers centric entries in 3.5, 4 less numbers oriented ones in 4e and now we are down to three with only one implying numbers (half speed); although, disadvantage relates to dice.

You get a move and an action. However, if something is effortless and never requires a roll then it isn't an action. Examples of things that aren't actions include getting a piece of equipment from a pack, speaking, turning over a light piece of furniture, drawing a weapon and opening/closing doors (that aren't stuck or secured).

That's the things that jump out at me just flipping thru.
 

The 1E DMG doesn't specifically address blinded opponents in combat, but does provide adjustments for Rear Attacks, Stunned/Prone/Motionless Opponents, Magically Sleeping or Held Opponents, and Invisible Opponents.

Rear Attacks: +2 to hit and all bonuses for Dex and Shield are negated.

Stunned/Prone/Motionless Opponents: +4 to hit and all bonuses for Dex and Shield are negated.

Magically Sleeping or Held: Number of attacks is doubled, and attacks automatically strike for maximum damage. Or, otherwise, such opponents may be automatically slain or bound (depending upon circumstances and size) at a rate of one per round. This does not include normally sleeping foes.

Invisible: They cannot be attacked unless they are attacking or are somehow detected, and even then all attacks are at -4 and can never be attacked from the flank or rear.
 
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