Ratinyourwalls
First Post
Any news one way or another about the validity of the leak?
Could you give some examples?
It's one thing to say that "until start of the target's turn" has some real legitimate worth, but what is so wonderful about it that some other duration couldn't handle?
Yeah, I'm not sure "power source" ever took off in 4e. Like someone had an idea, and then it just fell down on execution (I'm guessing because everyone but that person ignored it). The funny part is, I think it was them trying to inject setting fluff into it, instead of rules-ish - there's some real story around Primal.
Anyhow, re: Arcanoloths - That's a decent example of a creature that should generally have "wizard" casting or whatever. But at the same time, I don't want the system to require using the PC character creation system to use them, except when I choose to do so. I want the ability to lay a "wizard" template or whatever on a monster, or just selectively swap a few spells, but I don't want the PCs in a planescape game to "go off rails" and I suddenly need an Arcanoloth and I need to call a 30 minute pause so I can fill out his spellbook![]()
I want the ability to lay a "wizard" template or whatever on a monster, or just selectively swap a few spells, but I don't want the PCs in a planescape game to "go off rails" and I suddenly need an Arcanoloth and I need to call a 30 minute pause so I can fill out his spellbook![]()
Psst. If he's not important, and likely to die in short order, make it up as you go.![]()
Which system?I must play D&D differently to others who have 12-20 or even 4-5 combat encounters per session. Even back in my 2e days it was less than that. Far less.
I guess my games are 'character and story driven' so that combats are purposeful and significant. I run 3 session adventures usually with 3 combat encounters of escalating difficulty. Each session is 3hrs. Combats last from 30min to maybe over an hour (rarely) with 45min average. And I'm ok with that. Combat is tactical but with roleplaying descriptions by players.
I run a Skype/Maptools game so I have to have a map and monster tokens ready in advance, along with stat blocks. Each combat encounter takes about an hour to pick monsters, customize them on the monster builder, find or make an appropriate jpg map, add tokens and terrain effects and save etc. Any more and my preparation burden would be insane (20 combat encounters - no thanks!)
I realize a lot of games aren't like mine. Last session the players spent an hour having a funeral for a dead pc, introducing a new pc, and briefing from an npc on a new adventure. Then an hour on traveling and a 45 minute encounter against a ghoul pack. Then an hour role playing with each other and 3 new NPCs found after the battle, a skill check, and more travel.