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Posted by: alakai.i.walters on Apr 22, 2012 at 01:00:17 PM
There is plenty of room to seperate the paladin and the cleric.
Yes, 3.0e the paladin was underpowered, probably the most comparing the classes, right next to the ranger.
If you look to the next closest iteration, (3.75) Pathfinder, you find that the Paladin was actually balanced with the other classes.

I would like the return of the paladin to chivalry. By following the base chivalrous virtues, the paladin could gain the below..spread out over level progerssions 

Courage - Defending your allies and those who need defending
Justice - Hunting down your "sworn enemies"
Mercy -  sparing an enemy from death,  higher chance of gaining infomation after combat??
Generousity - Essentially Vow of poverty, or giving to those in need, would like variants, if a paladin grants...
Posted by: alakai.i.walters on Apr 10, 2012 at 05:40:34 PM

To Start I support the ability to play a werewolf drow sorcerer, mind-flayer death knight, or even a dragon vampire. But I believe that these should not be contained within feats.

I have DM/GM and played 3.0, 3.5, 3.75(pathfinder), 4e & StarWarsRPG. From that experience base, my initial reaction is, yes it can be done. Then I paused and began thinking about the mechanics and groundwork that would need to be provided to players and I changed my mind.

To note, in all of my gaming groups, there was a house rule, if its outside of the players handbook and the Dungeom Masters Guide(v3.5), ask the DM.

Races was one of those things that my experienced players would ask about, since I have played a few, I knew very well how the Level adjustment system worked and could even build new races. But if

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Posted by: alakai.i.walters on Apr 2, 2012 at 11:51:22 AM

THESE ARE MY IDEAS, AND ARE NOW PROTECTED BY INTELLECTUAL PROPERTY RIGHTS, RULES AND REGULATIONS

I have been a member of a party that throughout time has slowly fallen apart, and now the group is in shambles as we are spread out across the world. Though I have not fully played with the web-based tile system, from what I have worked with, it does not allow, what the elements of D&D are, especially in the Role Play aspects.
Good friends get seperated by life and their ability to play together falls apart, causing the decline of DnD groups. I know i am not the only one faced with this problem, even more, it is harder to find a community of players, or a new player to join your group. And so, I would like to propose the concept of a program and application that would keep players together and

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Posted by: alakai.i.walters on Mar 19, 2012 at 12:10:33 PM
I will refer back to Monte Cooke's Ledgends and Lore where he lays out his concept of skills
The ability score of the character should determine the base capability of a character, just from physical/mental capacity
Skills would then show further specilization or training

Read Pg 42 &43, not the pdf page but the one found at the bottom of each page

www.wizards.com/dnd/files/Legends_and_Lo...
Posted by: alakai.i.walters on Mar 19, 2012 at 12:02:27 PM
An interesting idea,
I voted for the 3.5 version of HP
though what about having a standard amount of HP for each race
then the constitution mod would be damage resilience?
just a thought

but the 3.5 hp model i believed worked very well

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(2012.04.05) instead of having my players roll, I always had their hipoints at first level to be (max hd + con mod), this allowed some surviability, then every level after would switch off as half and full (so a d8 hd would be 4 & 8 every other level) [magical bonuses to constitution would not count toward bonus hp, unless by a spell/rage]

in terms of resilence, a con bonus could count toward death saves, as well as reduce non-lethal damage...just a thought

(idea), constitution could be a good bonus when dealing with regaining hp via...
Posted by: alakai.i.walters on Mar 19, 2012 at 11:56:23 AM
I will quote Petedoro
"I believe that some numbers logically should scale... look, gaining levels is a way of progressing and improving... yes, more hit points for example, represent your greater defensive combat capabilities and endurance. It is one way to to capture this in simple game mechanics. However, I don't think that this should be the only component of higher level play. I also do not feel that it should be, or has to be, COMPLEX. At higher level you should have a greater arsenal of skills, powers, abilities, etc. to bring into play. Increasing the variety of possible actions/effects without making these over complicated. YES it should be SIMPLE .. the idea is to keep combat fluid, and it shouldn't become rocket science just because its higher level play. At the same time, it should...
Posted by: alakai.i.walters on Mar 19, 2012 at 11:50:40 AM
I swear I made a comment on this fourm, however I cannot find it

It is a campaign style, and so should be an optional element of a campaign. A player does not need to be locked down to a castle at 15th level, or any other level at that.
 4th edition was lacking in description in utlizing castles and followers
v3.5 edition did a much better job, especially with the stronghold builders guide.

My only difference is that multiple options should be given, DM options in incorporating as well as monetary values so that PCs if they want to persue building a keep, can do so on their own.

Remember DM choice, however the system should be easy to manage and integrate as well, players should be able to micromanage their keeps if they'd like to.

I may come with more comments on this section but i believe...
Posted by: alakai.i.walters on Mar 19, 2012 at 11:33:18 AM
Also to note on past posts that i see below..yes epic players should be dealing with bigger and better things

leading mass armies, assisting(or stopping) Kas in destroying Vecna, building and defending an empire, managing an inter-empire guild, Becoming King, serving an angels creed, freeing Levistus from his icy prison, or helping Mephistopheles over-throw Asmodeus 

and the abilities, end-game should be focused toward it



Also i agree with Nefestous
"This actually reminds me of a similar problem that has occured in a certain extremely popular MMO that I have played. (I know bringing up MMO's causes a certain knee jerk reaction, but I do believe that much can, and should be learned from that venue.)

In this MMO, it used to mean something when you were an end of game raider. There was a certain...
Posted by: alakai.i.walters on Mar 19, 2012 at 11:27:49 AM
The results of this are very interesting,
however this speaks to the BAB system in general across all classes.

I will just state my baseline idea,
-I would like to see less attacks that were present in high-level 3.5 characters, that was far too many attacks. Perhaps 3 attacks maximum, with augmenting feats, with dual wield not adding more attacks but augmenting damage 
so if i am wielding 2 short-swords and have only one attack, I would deal 2d6+(stuff), and if I have two attacks +2/+2 attack(with built-in modifiers) if he hit one attack, he would then do 2d6+(stuff)

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(2012.04.05) revisit
I would like to see less attacks, i believe that this could be achieved though talents and feats,
in terms of balence, (stating having a few orcs at low levels a challenge,
...
Posted by: alakai.i.walters on Mar 19, 2012 at 11:24:24 AM
I say Keep them but add a few more, keeping them limited
The reason i say this is because the spell name is only really important if you make it important, as there are varying degrees of integration.
1)the players only use the spells and refer to them by name
2) the inventing characters actually exist either in the world or the history of the world however the spell was named after them
3) the dm could restrict named spells to be learned by characters in certain schools 

having the names in the spells allows the DMs to create quests/storyline for their players depending on how they want to integrate the spells history