TRAILBLAZER - PDF Release - Discussion/Questions/Errata

One question: what about spells that can be cast as single-target or area spells? Like Grease or Dispel Magic.

Both Restricted.

One suggestion: Feats that allow a caster to change some of his lower-level spells restricted spells to rote spells. For example, Fireball should be a restricted spell, especially when you first get it ... but if you're throwing around delayed blast fireballs, maybe it's worth treating the normal one as a rote spell.

Off the top of my head, I'd say bad idea. Remember that the spell designations are part of the class rebalance through the rest mechanic. A high level wizard who is worried about his chances to rest should be using those lower level spell slots-- Restricted or not-- so that he doesn't have to use his high level slots.
 

log in or register to remove this ad

Well, if you can just wait a bit longer (a week or two) we'll have a print version out, which will include errata, some additional design discussions, and maybe a couple of extra bitz.

We'll be printing through Amazon's POD service, so it will be (a) good quality and (b) easy to order right off Amazon.

I've been reading this forum for over a week and I'm very excited about Trailblazer, although I haven't bought the PDF. I'm an English teacher and have a penchant for physical books still (alas, they're disappearing under the heel of the Kindle). So, needless to say I really perked up when I learned you were printing Trailblazer so I could hold it in my hands! Any idea how much this gem is going to cost? Thanks!
 


Awesome work. I wholeheartedly made the switch the 4e (not that I love everything about it, but I like it a whole lot more than 3.x), so I bought this on the strength of Grim Tales, and this doesn't disappoint. It definitely gives me what I want: a solid set of rules for when I want to go back and run a 3.x adventure or mini-campaign without grinding my teeth at all the things that came to bug me over the years. That's probably not your modal demographic, but you've done a great job on that margin nonetheless.

Rather than listing all the things I like, let me just say: at first glance ALL the changes (from what I remember of 3.x) look good, even if I would prefer more radical ones in some places.

A few remarks:

-Quivering Palm mentions monsters that can't be crit'd.

-The section on rote/restricted/ritual seems way too brief and out of the way. It never gets brought up again (except on the spell sheets in the back). Seems like a fundamental enough point to mention in several places.

-I second the call for a list of the SRD spells r/r/r categorization. This should be in the main book. I had exactly the same question about magic missile.

-As far as the design intent goes--coming from someone who hasn't followed the design discussions or played 3.x in a while--the 10 minute rest and r/r/r distinction is meant to diminish the cost to the party as a whole to keep moving? I ask because, if I'm reading it correctly, it doesn't eliminate the incentive to engage in the 10 minute adventuring day and scry-buff-teleport to your heart's content.

Is its purpose to simply lessen the penalties for reasonable players to carry on in the absence of a ticking bomb? This isn't a complaint--anything with daily abilities, 4e included, has some chance for their "abuse" (relative to our image of dungeoncrawling)--just a clarification.

-What does this system do to the average length of fights (in rounds) over the 20 level span? I ask partly because the classes still grant a massive number of spell slots at high levels.

-After skimming the analysis, I wasn't entirely clear on the punchline about the Big Six. It seems like the difference between an 80% success rate and a 99% one is enormous in terms of play experience. Did I miss a summary statement of their importance and what to do in low-magic games without them (or where they are rare)?

-Rules for quick-picking items when making characters over 1st level would be wondeful. I wrote up a system myself that conformed to the wealth guidelines back in the 3.x days, and its one of the things I like about 4e (whether their numbers are right is immaterial--I like the idea). Having to spend gold and the possibility of concentrating it to narrowly or spreading it out too diffusely was a headache for running one-shots.
 

-Quivering Palm mentions monsters that can't be crit'd.

Awesome, thanks. I wish more folks would help us track down those little things so the print version can be "100%."

-The section on rote/restricted/ritual seems way too brief and out of the way. It never gets brought up again (except on the spell sheets in the back). Seems like a fundamental enough point to mention in several places.

I'm a bit torn here because I have competing objectives-- one of which is to keep the rules compartmentalized.

-I second the call for a list of the SRD spells r/r/r categorization. This should be in the main book. I had exactly the same question about magic missile.

If Glassjaw has it done when I get back from my trip-- which I doubt, because he's been busy with other things-- then it will definitely go into the book. Otherwise, it will go into the PDF.

-As far as the design intent goes--coming from someone who hasn't followed the design discussions or played 3.x in a while--the 10 minute rest and r/r/r distinction is meant to diminish the cost to the party as a whole to keep moving? I ask because, if I'm reading it correctly, it doesn't eliminate the incentive to engage in the 10 minute adventuring day and scry-buff-teleport to your heart's content.

I think the main benefit of that rule is to dispense with the hand-wave of 24 hours that already occurs, and hand-wave 10 minutes instead.

However, when you combine it with the r/r/r spells and action points, it has the ancillary benefit of influencing spellcaster spell selection for the better. If scry and teleport are both on your Ritual list (and I recommend just so), they'll cost 1 action point each to refresh those spell slots. That does not eliminate the tactic but it does provide a disincentive.

The DM may need to disincentivize this strategy even further, and we'll share our thoughts on that when we tackle MAGIC as its own work.

-What does this system do to the average length of fights (in rounds) over the 20 level span? I ask partly because the classes still grant a massive number of spell slots at high levels.

Well, I can certainly say that action points in the hands of the bad guys will extend the length of combat beyond the wizard's first and only action...

More to your point, the rest mechanic makes it more likely that the PCs will enter their fights "fresh." Of course that is completely up to the DM and how much pressure he puts on the players-- which is no different than the status quo with respect to the "normal" 24 hour rest period.

-After skimming the analysis, I wasn't entirely clear on the punchline about the Big Six. It seems like the difference between an 80% success rate and a 99% one is enormous in terms of play experience. Did I miss a summary statement of their importance and what to do in low-magic games without them (or where they are rare)?

Yes indeed-- the 80% game is the better game.

A 70%-ish success rate is optimal, IMO, in terms of the psychological satisfaction gained from the balance of success vs. risk. A success rate of 50/50 is too low (the game feels like a crap shoot) and a success rate of 95% is too easy (there's no sense of risk).

-Rules for quick-picking items when making characters over 1st level would be wondeful. I wrote up a system myself that conformed to the wealth guidelines back in the 3.x days, and its one of the things I like about 4e (whether their numbers are right is immaterial--I like the idea). Having to spend gold and the possibility of concentrating it to narrowly or spreading it out too diffusely was a headache for running one-shots.

Sigh. This is certainly an instance where my playstyle prejudices will show through. I'm definitely not an advocate of letting players "pick" their magic items; there is a big difference between the items that accrue to PCs as a result of growing "organically" from 1st level, and just picking them a la carte off a list.

But to answer your question, go to page 13, and just add up all the entries from 1st to Xth level-- this is the total "per party" allocation of treasure for 4 PCs. Then let the players divvy up the items however they see fit.

You may-- or better yet, may not-- allow the PCs to sell off any lower level items they don't want.
 

If Glassjaw has it done when I get back from my trip-- which I doubt, because he's been busy with other things-- then it will definitely go into the book. Otherwise, it will go into the PDF.

I'm curious about you're planned publishing strategy. You're going to release the physical book and then another PDF? Is that second PDF free errata or will it be a newer, better-tuned version?

Thank you for taking the time to answer all of these questions. This forum is the reason I'm sticking with TB--it's hard to deny the great reviews! I can't wait to get my hands on the actual book.
 

Thanks for the replies!

Sigh. This is certainly an instance where my playstyle prejudices will show through. I'm definitely not an advocate of letting players "pick" their magic items; there is a big difference between the items that accrue to PCs as a result of growing "organically" from 1st level, and just picking them a la carte off a list.

I'm actually with you 100% on this. I don't like it when players feel entitled to certain treasure (one of the things 4e exacerbated a bit).

But that's beside the point. Don't conflate the existence of a list with who is doing the picking. Even if the DM picks the items (as it generally should be), a Chinese menu of magic items greatly speeds up making high level characters.

This is important both for 1-shots and for introducing new characters to a higher level game. I've played in 1-shots where making the characters took longer than playing the game--and the primary culprit was having to spend a bag of gold. And when it comes to introducing a new player, a list of per-character items by level (rather than per-party) is extremely helpful if the DM's deciding what he should have.
 

If Glassjaw has it done when I get back from my trip-- which I doubt, because he's been busy with other things-- then it will definitely go into the book. Otherwise, it will go into the PDF.

It's mostly done. Mostly.

I'm curious about you're planned publishing strategy. You're going to release the physical book and then another PDF? Is that second PDF free errata or will it be a newer, better-tuned version?

Nope. We are using this time to collect any errata and questions people may have so we can do one last revision of the pdf. Once that's done, it will be posted and if you've already purchased the pdf, you will be notified that a new version is available which you will be able to download for free (again, if you've already purchased it).

Once the pdf revision is done, it will get sent to "the printer". We want the book to be as error-free and clear as possible.
 

I'm curious about your planned publishing strategy. You're going to release the physical book and then another PDF? Is that second PDF free errata or will it be a newer, better-tuned version?

I can update the PDF at any time, and RPGnow will let you know that it's been updated and you can download the new version for free.

By and large we'll keep the PDF up to date with any errata.

But you only get one shot at a print copy, so we want to make sure it's tip-top.

With respect to print strategy, it's probably worth mentioning that there will be more Trailblazer "stuff" coming (MONSTERS and MAGIC, working titles for now), and that these will see print, either individually, or eventually in a larger compilation.

If I can combine "an entire ruleset" into a single hardcover work (which is mostly dependent on my print-on-demand options), I will do so at some point, though that will be many months away.

Thank you for taking the time to answer all of these questions. This forum is the reason I'm sticking with TB--it's hard to deny the great reviews!

I certainly wouldn't object to a few more great reviews. :lol:
 

Even if the DM picks the items (as it generally should be), a Chinese menu of magic items greatly speeds up making high level characters.

As far as I am concerned the only reason you "must" give high level characters any items at all is to keep them balanced against the spine. (Again, my conclusion is that they really don't need it.)

In which case, just give them straight vanilla Big Six items: +1, +2, +3, etc. for each of the Big Six: magic weapon, magic armor/shield, deflection, natural armor, resistance, and a stat booster.

The simple rule of thumb is +1 per 3 character levels. (Stat boosters count by 2s and improve every 6 levels.)

That's all you need to do. Use page 13.
 

Remove ads

Top