Yes, yes, and yes. We need a rule for *daily random encounters* at a minimum, and probably for getting lost in the wilderness. Sure hourly, isn't too far off of the classic 1 to 6 times per day check. But I think we can capture the spirit of the classic rules by reducing random encounters to 2 or 3 per day (say, twice during the day and once when camped overnight). I certainly hope it is included as a component of the exploration modules, since I love random wilderness encounters and long...
View full commentYes, yes, and yes. We need a rule for *daily random encounters* at a minimum, and probably for getting lost in the wilderness.
Sure hourly, isn't too far off of the classic 1 to 6 times per day check. But I think we can capture the spirit of the classic rules by reducing random encounters to 2 or 3 per day (say, twice during the day and once when camped overnight). I certainly hope it is included as a component of the exploration modules, since I love random wilderness encounters and long journeys, but 24 rolls per day is excessive for me (and you should have a chance when camping).
In related news, there ought to be an hourly city exploration rate. Every DM I know more or less handles city interactions in that way anyway. PCs split up, do their thing, and meet back up in a number of hours.
I'm also glad that they're taking a good look at how to better model social situations and restore some sanity to the process. At the same time, I'm going to play devil's advocate for dice. Often -- and it's not at all clear to me if this is what you're doing or not, so my apologies if any offense is taken -- people put a roleplaying approach to games on one end of a spectrum and mechanical approach on the opposite end. That doesn't really make sense, as the goal of good mechanics is to...
View full commentI'm also glad that they're taking a good look at how to better model social situations and restore some sanity to the process. At the same time, I'm going to play devil's advocate for dice.
Often -- and it's not at all clear to me if this is what you're doing or not, so my apologies if any offense is taken -- people put a roleplaying approach to games on one end of a spectrum and mechanical approach on the opposite end. That doesn't really make sense, as the goal of good mechanics is to enable good roleplaying by giving players a model of the world they can understand and work with. I think this system goes a long way towards achieving that goal.
It's not unreasonable for a player to want to decide social situations by dice rather than soft roleplaying alone. We resolve combat by rolling dice without having to answer questions for each roll like "what are you aiming at: the head or the heart? Do you jab or swing?" We don't resolve strength checks through an arm-wrestling contest with the DM. Instead we have a very abstract system where weak players with no fighting skills are allowed to play strong, well-trained characters. For players with weak social skills there needs to be some mechanical support to get them through. Effective, socially-adept characters can't be restrcted to socially-adept players.
And that's to say nothing of the fact that dice are always fair while a DM, sadly, is not.
Diplomancy was always bad, but the issue is that they allowed dice rolls to get away from any realistic social model, not that such modeling should be avoided altogether. This frameworks seems like a better model, but I would actually _hope_ that there remains a strong kernel of dice-based resolution.
slaad and modrons... both seem to exist in a vaccuum neither interact with the blood war, githyanki, celestials, sigil or the prime material, they just patiently wait in their outer planes for someone to rock up how about link Slaad into bullywugs or kuo toa? i don't like the idea of slaad being abherrations, since abherrations are from beyond the great wheel/cosmos, not one chaotic aligned part of it. having said that, you could easily say ALL abherrations come from Limbo ...
View full commentslaad and modrons... both seem to exist in a vaccuum
neither interact with the blood war, githyanki, celestials, sigil or the prime material, they just patiently wait in their outer planes for someone to rock up
how about link Slaad into bullywugs or kuo toa?
i don't like the idea of slaad being abherrations, since abherrations are from beyond the great wheel/cosmos, not one chaotic aligned part of it. having said that, you could easily say ALL abherrations come from Limbo
Modrons.. I understand their place in the great wheel, but i've never used them in games, and can't recall anyone else doing so either. Perhaps if they had a big goal like say rebuilt the universe in their image (like star trek borg) others would have more reason to interact with them
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View full commentHello dear;
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I like the prehensile tail - I use something like that (in my games Kobolds are deamonlings). I don't like the connection to dragons - I don't like the weakest creatures to be tied to the most powerful in some contrived family bond. To be clear, I have nothing against Kobolds. In fact, some of my best monsters are Kobolds! I believe Draconians (Dragon Lance) cover the humanoid-dragon niche quite well. Anyway, you forgot to post the picture of a Kobold from 2e - you know, the one with...
View full commentI like the prehensile tail - I use something like that (in my games Kobolds are deamonlings).
I don't like the connection to dragons - I don't like the weakest creatures to be tied to the most powerful in some contrived family bond. To be clear, I have nothing against Kobolds. In fact, some of my best monsters are Kobolds! I believe Draconians (Dragon Lance) cover the humanoid-dragon niche quite well.
Anyway, you forgot to post the picture of a Kobold from 2e - you know, the one with the big bulgy eyes...
Sure hourly, isn't too far off of the classic 1 to 6 times per day check. But I think we can capture the spirit of the classic rules by reducing random encounters to 2 or 3 per day (say, twice during the day and once when camped overnight). I certainly hope it is included as a component of the exploration modules, since I love random wilderness encounters and long...
View full comment
Often -- and it's not at all clear to me if this is what you're doing or not, so my apologies if any offense is taken -- people put a roleplaying approach to games on one end of a spectrum and mechanical approach on the opposite end. That doesn't really make sense, as the goal of good mechanics is to...
View full comment