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    • CaladorSucks posted to their forum thread on the DnD Next group.

      Forum Topic: Hopes for 5e Next
      June 15, 2012 at 11:16pm
    • CaladorSucks created a new forum thread on the DnD Next group.

      June 13, 2012 at 2:07pm
    • CaladorSucks shared an article.

      April 30, 2012 at 12:55am
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      Clerics were more fun in 2nd edition. They were still healers which is (to me) their main distinction, but they did not fall behind as fast on the "I can hit that" scale because feats did not exist. In trying to balance the cleric in 3rd ed. someone somwhere thought they needed to have the same amount spells per day and the same top spell level as wizards. sounds good...but that means they have to lose ground in combat. But the 1st and 2nd edition description of cleric call the class a holy...

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      June 11, 2012 6:50 PM PDT
      1. The Cleric Is a Healer:
      “This one should seem obvious, but it's worth making it clear that we assume that clerics can heal and that their abilities should reflect that. A player new to D&D who creates a cleric could focus on keeping the rest of the characters on their feet, and the mechanics would make that easy to understand and do.” - M.Mearls
      No, absolutely not. Especially not at the top of the list. A Cleric has the ability to aid his allies, including the ability to Heal...


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      1 person likes this discussion post.
      June 13, 2012 4:29 AM PDT
    • CaladorSucks shared an article.

      April 30, 2012 at 12:31am
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      1 person likes this external article.
      One thing about #6 that I find strange is the notion of "If the fighter can get close, the wizard's dead." That seems to be the angry old-school consensus, along with the related "If the wizard can keep the fighter at a distance, the fighter is dead." Whatever happened to "I ready my bow and shoot him in his eye"? Why should a fighter's ranged attacks be less deadly than his up close ones, if he is truly versatile (#4 above). I admit, I do love the idea of balance across classes so I never...

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      June 17, 2012 12:49 AM PDT
      I actually totally agree a high level fighter should be able to hit a wizard with a bow attack, its just that on average arrows do less damage than heavy weapons since you don't get your str bonus unless you have a special bow, and this would mean it takes 3 or 4 rounds of arrows (whatever) to take down the wizard outright, giving the wizard hope of escape (teleport). I posted the earlier comment purely in response to #6 above suggesting that a high level fighter should be close to immune to a...

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      July 17, 2012 8:04 PM PDT
    • CaladorSucks shared an article.

      April 12, 2012 at 12:32am
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      These re excellent goals for the right kinds of players. It all depends on what your players playstyle is, and what the theme of the campaign/adventure is. My players would hunt down the orcs that run away, fearing they would bring reinforcements. Once battle is joined, its joined in their minds. They will try diplomacy at the outset, but once blood is shed, its kill them all, let the gods sort them out.
      Now, they have played a few battles where the goal was to save the children before they...


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      April 6, 2012 3:27 PM PDT
      "No problem; we’ve got rules for that." This concept of a mass of optional rules could really wreck the next version of D&D.
      April 11, 2012 10:32 PM PDT
    • CaladorSucks shared an article.

      April 11, 2012 at 11:59pm
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      1 person likes this external article.
      It would be a mistake to bind yourself too tightly to the past and limit your options. Surely, creating a fantasy roleplaying game that is as much fun as possible is more important than maintaining the "feel" of D&D. Moreover, the new version will have to offer some compelling improvements if people are to be convinced to give up their favorite existing editions and spend the money to buy the new books.
      From the player's standpoint, it's not clear that fragmentation is bad. As long...


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      May 22, 2012 12:35 AM PDT
      I now am familiar with how the modules work, will it actually work for each individual character can be run with different modules or does it just mean different DMs in Next will be able to run the game with different modules. Different means to the same end. I read a post lately where one person stated that a player with a first edition character wouldnt have the patience for a 4th edition character to make all their rolls. I dont know. I checked out Paizo's advanced rules on their OGC site....

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      July 27, 2012 8:23 PM PDT
    • CaladorSucks shared an article.

      March 27, 2012 at 5:26pm
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      You've just described BECMI D&D
      April 9, 2012 5:27 PM PDT
      I'm going to say that the PHB and DMG *should not* have "advice" sections on how to play, construct, or adjudicate adventures.
      Such material is useful precisely once, ever, in the life of any player or DM. Once. But unfortunately, in every edition of D&D, that crap has been strewn throughout the book, wedged between the actual tables used in play or character or adventure construction. It's not just wasting space, it's making the actual information more difficult to access.
      If...


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      February 26, 2013 2:03 PM PST
    • GMChris voted in the poll, "Ease vs. Complexity".

      March 27, 2012 at 4:41pm
      1 person likes this poll.
    • CaladorSucks shared an article.

      March 22, 2012 at 5:18pm
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      As far as I'm concerned, there are two kinds of Save or Die mechanics.
      The easy ones are those wielded by the PCs. If the scope of your game doesn't revolve around small numbers of long, dragged-out encounters (for example, in politics-heavy intrigue games, or old-school-style megadungeons), save-or-die effects are a great way to deal with some kinds of foes *quickly*, while still depleting strategic resources. Hit point *percentage* thresholds (like the bloodied condition in 4e was) lose...


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      May 31, 2012 10:55 PM PDT
      "The biggest drawback is that spellcasters and monsters have to be aware of a target's hit points to decide if an attack makes sense."
      Not necessarily. Just make sure that if the target FAILS their save, but is ABOVE the hit point threshold, he or she suffers hit point damage.
      For example:
      Medusa's Gaze
      Successful save: Negates
      Failed saved: If target has 30 or fewer hit points, target is turned to stone. Otherwise, target loses 20 hit points.
      I don't want to see...


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      January 13, 2013 12:41 AM PST
    • CaladorSucks shared an article.

      March 22, 2012 at 4:15pm
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      Indeed, improving with level has always been a cornerstone of D&D.
      And won't people wonder why their fighter doesn't get any better at hitting things?


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      March 31, 2012 2:31 PM PDT
      I think that using non-scaling defenses to create minions is a good idea, but there should be a way to boost defenses against small numbers of attacks each round. For example, Fighters could take a feat to parry a certain number of attacks if they sacrifice a bit of + to hit on their turn, Rouges can dodge, Wizards and Clerics can cast defensive spells. This allows low level monsters to hit higher level characters if they come in force, while preventing every attack from hitting like in 3.5....

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      April 22, 2012 7:11 PM PDT
    • CaladorSucks posted to Lawolf's forum thread on the DnD Next group.

      February 28, 2012 at 5:30pm
    • CaladorSucks shared an article.

      February 28, 2012 at 4:32pm
    • CaladorSucks posted to heblmedic's forum thread.

      February 28, 2012 at 1:24pm
    • CaladorSucks posted to jonathan_sicari's forum thread.

      February 17, 2012 at 5:37pm
      2 people like this forum thread.
    • Brapnor voted in the poll, "Casters shouldn't have to ever make spellcasting checks.".

      February 17, 2012 at 1:24pm
    • Brapnor voted in the poll, "Sometimes spells should require attack rolls and target defenses, and sometimes they should require saving throws.".

      February 17, 2012 at 1:23pm

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