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
D&D Older Editions
The design processes from 2e to 3e, 3 to 3.5, and 3e to 4e.
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="Man in the Funny Hat" data-source="post: 3713154" data-attributes="member: 32740"><p>Given what's been stated about the game (which it must be reiterated constantly is still in development and many months away from release) what I envision is this:</p><p></p><p>The core rules will posit 4 (or 5?) ROLES to be filled in an adventuring party. Those ROLES may be filled by more than one class of character and there will be a certain amount of crossover. In any case you have, say, melee damage, spell OFFENSE, spell DEFENSE, ranged damage, or what-have-you. These same sorts of roles will be assigned to monsters in an encounter. One type of monster is intended to fill a melee damage roll, another the spell offense, another performs ranged damage, etc. So, that is how encounters will be built. Pick monsters according the roles you want/need filled for an encounter, THEN the actual capabilities of the monsters are determined according to the level of challenge desired. Hit dice, skills, spells and abilities are determined AFTER you decide how powerful an encounter you want and what critters are in it.</p><p></p><p>Thus, encounters can be tailored to either exploit a party's weaknesses such as perhaps not having a character filling a spell defense role, or the DM can play only to the party's strengths and then be able to safely, reliably increase the strength of the monsters for even bigger, better fights. Also, terrain will be figuring in much more prominently right from the outset of encounter design by a "battlefield" for each encounter being assembled with a collection of standardized "terrains". For example, an encounters terrain might be composed of two sections of rock, one of water, one of mud, three of tall plants and three more open. This terrain can then be drawn by the DM on a Battlemat, or particularly if using miniatures can be simply thrown down with terrain tilesets that have been created or bought. Each tile has movement, cover, and other bonuses directly associated with it. The intent being to jar DM's out of doldrums of just dredging up yet another roster of uninteresting stat blocks and throwing them at the PC's and MAYBE drawing a few trees and rocks on a blank battlemat. Instead, each encounter is intended to immediately evoke a sense of place and of interest for being varied in terrain - something much more cinematic by design.</p><p></p><p>Now I have NO idea how close I am to what's planned, but again that's the vision they've lodged in my mind with the isolated little tidbits we have read.</p></blockquote><p></p>
[QUOTE="Man in the Funny Hat, post: 3713154, member: 32740"] Given what's been stated about the game (which it must be reiterated constantly is still in development and many months away from release) what I envision is this: The core rules will posit 4 (or 5?) ROLES to be filled in an adventuring party. Those ROLES may be filled by more than one class of character and there will be a certain amount of crossover. In any case you have, say, melee damage, spell OFFENSE, spell DEFENSE, ranged damage, or what-have-you. These same sorts of roles will be assigned to monsters in an encounter. One type of monster is intended to fill a melee damage roll, another the spell offense, another performs ranged damage, etc. So, that is how encounters will be built. Pick monsters according the roles you want/need filled for an encounter, THEN the actual capabilities of the monsters are determined according to the level of challenge desired. Hit dice, skills, spells and abilities are determined AFTER you decide how powerful an encounter you want and what critters are in it. Thus, encounters can be tailored to either exploit a party's weaknesses such as perhaps not having a character filling a spell defense role, or the DM can play only to the party's strengths and then be able to safely, reliably increase the strength of the monsters for even bigger, better fights. Also, terrain will be figuring in much more prominently right from the outset of encounter design by a "battlefield" for each encounter being assembled with a collection of standardized "terrains". For example, an encounters terrain might be composed of two sections of rock, one of water, one of mud, three of tall plants and three more open. This terrain can then be drawn by the DM on a Battlemat, or particularly if using miniatures can be simply thrown down with terrain tilesets that have been created or bought. Each tile has movement, cover, and other bonuses directly associated with it. The intent being to jar DM's out of doldrums of just dredging up yet another roster of uninteresting stat blocks and throwing them at the PC's and MAYBE drawing a few trees and rocks on a blank battlemat. Instead, each encounter is intended to immediately evoke a sense of place and of interest for being varied in terrain - something much more cinematic by design. Now I have NO idea how close I am to what's planned, but again that's the vision they've lodged in my mind with the isolated little tidbits we have read. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
The design processes from 2e to 3e, 3 to 3.5, and 3e to 4e.
Top