Something Awful leak.

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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 ;)
 

4e did have rules for adding classes to monsters, BTW. Under-used rules, with some problems, but the basic idea was there. I've added "caster levels" to a lot of 4e monsters just by taking PC powers and giving them to monsters (occasionally changing the damage potential). The discrete "powers" system made it pretty easy to export that rules-bit from the PC side to the monster side.
 

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?

"Until the start of your next turn" gives you the ability to have effects persist through your turn, but also during the rest of the round, without giving you access to it NEXT round. This is especially valuable for an at-will effect that requires you to constantly charge it up. Otherwise you can double-dip and get two such abilities revved up at the same time.

"Until the end of your next turn" lets you double-dip on an ability, ensuring that you have a decent chance of utilizing it.

"Until the start of the target's next turn." throttles back an ability, which is good for effects that have more to do with you than the target, or which represents a limit that the target can easily break once they can act. "Dazed until the start of its next turn," for example, staves off OAs and grants CA, and can stop them during this turn, but doesn't kill their action economy next round. "Slowed until the start of its next turn" can halt a charger in its tracks, without making the opponent useless next round.

"Until the end of the target's next turn." ensures that the effect WILL affect the target, regardless of when you use it. This is important for your more limited effects, like dailies.
 

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.

Power source is a perfectly sensible thing. 4E just had a lot of change-of-hands during its time, and terrible editing from day 1. The main issue with power source, for me, is that some power sources were sources, and others were METHODS, and the differences could get confusing. All said, except for psionics being related to the Far Realms, I rather enjoyed all the fluff around it.

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 ;)

Arcanaloths are creatures of secrets, so it's natural that they would use the power method of secrets. Fortunately, the rules for adding spells to things is in the DMG. Sadly, you have to actually read the DMG to know that, because that is how books work.
 

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. ;)
 


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.
 

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.
Which system?
 

This game looks like all they're doing is bringing back the suck and why on earth did let put Monte in charge. If there is one thing that he has proven of himself is that he doesn't know how to improve a new edition of D&D.

Well, hopefully the art will at least be interesting.
 

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