I didn't vote it out, but I wonder if the opinicus would do better with its own name and more idea-provoking lore; a beneficial, if prankish, inhabitant of old ruins is bound to have more up its sleeve, yes?
I'd also like a "back" button so I can review my answers before submitting the whole thing, if possible. Good job showing us the current tallies afterward, tho' I don't know how to view them after re-entering the page.
In addition using your idea... You feel a presence about you that you cannot place...you don't see its source just yet but it fills you and you begin to forget your intentions. You relax slightly and take comfort as if the embrace of welcome arms wrap you. You can think of nothing but that feeling and then your gaze meets its. Ablaze with an alluring light that draws you closee as if a puppet and in that moment you realize for a second you are no longer in control. (Make skillcheck)...
View full commentIn addition using your idea...
You feel a presence about you that you cannot place...you don't see its source just yet but it fills you and you begin to forget your intentions. You relax slightly and take comfort as if the embrace of welcome arms wrap you. You can think of nothing but that feeling and then your gaze meets its. Ablaze with an alluring light that draws you closee as if a puppet and in that moment you realize for a second you are no longer in control. (Make skillcheck) continue with flavor appropriately...
Your allies notice you slightly slouched and without arms at the ready. Your movement is set but you linger slightly with each step. You seem to be gaze affixed at your quarry but you are not intent on direct action. (Skill challenge aid another)
Or
You reel in your mind struggling to free yourself. You grasp at your head and cover your ears and eyes lowered adverting your gaze. You are driven to look but you resist your limbs stop. You stand firmly your ground and reraise your weapon. Not today. Not today. You say onto deaf ears as your eyes stare back at your quary...knowingly...on both accounts. (Roll initiative!)
Or something like that....its 1 am here normal game session time and I'm checking posts.
BlakeRyan, I found it helpful to think of gehenna, bytopia, etc. as estuaries (between the "big 8" planes) as much as full blown planes in themselves. It makes them more up for grab: boundaries shift easily (ditto the nature of the planes), power converges--new items and races can come from the convergence, souls are up for grab, and even good planes can have intrigue. You could have: Archeron as a heavily patrolled demilitarized zone between Hell and Mechanus, Gehenna as a part of Hell...
I found it helpful to think of gehenna, bytopia, etc. as estuaries (between the "big 8" planes) as much as full blown planes in themselves. It makes them more up for grab: boundaries shift easily (ditto the nature of the planes), power converges--new items and races can come from the convergence, souls are up for grab, and even good planes can have intrigue. You could have: Archeron as a heavily patrolled demilitarized zone between Hell and Mechanus, Gehenna as a part of Hell where the devils have lost control of most of the real estate and the yugoloths have moved in, Carcini and Pandemonium are parts of their respective realms infected (but not yet absorbed) by the Abyss, Ysgard as a bulwark created by powers in Arborea to stop the expansion of Limbo that was created after some displaced (by 5e) 4e primal spirits occupied some unguarded border space between Arborea and Elysium (the Beast Lands) [the Arboreans didn't want to go through that again], Bytopia is a joint construction project between Mt. Celestia and Elysium, and Arcadia is where Mt. Celestia and Mechanus litigate over who has dominion over "justice."
I preferred the newer names of Yugoloths, Gehreleths etc. Otherwise, it Demon, Daemon, Demodand, basicly - Demon, Demon, Demon... Anthraxas is a good name, because it makes it sick just hearing it. You know is bad without any explanation. Phraxus could be anything - it could be a new model of car.
Pondering the direction of skills. I asked myself what skills would I say I possessed in my life. Sadly, I can only think of two exemplary (Carpentry and Performance - day job vs. aspiring actor). My conclusion is this: *Skills are vague in most cases - Looking at Perform (not a listed SKILL in this iteration as yet), obviously there are many types of performance (Dance, Oration, Acting, Painting, Sculpting, etc.). So it seems to me that a general Skill (ARTISTRY) can represent a sub-skill...
View full commentPondering the direction of skills. I asked myself what skills would I say I possessed in my life. Sadly, I can only think of two exemplary (Carpentry and Performance - day job vs. aspiring actor). My conclusion is this:
*Skills are vague in most cases - Looking at Perform (not a listed SKILL in this iteration as yet), obviously there are many types of performance (Dance, Oration, Acting, Painting, Sculpting, etc.). So it seems to me that a general Skill (ARTISTRY) can represent a sub-skill or several.
*Skills can vary with type of game - DRIVE, for instance isn't necessarily a useful skill for a fantasy game where most vehicles are animal powered. Handle Animal you say? As would I, but, should Handle Animal be generalized to all animals? Can a horse trainer equally be a lion tamer? I say no. But, If we generalize Handle Animal and produce sub-skills therein (Horses, Lions, Dogs, etc.), we can say that a skill an be flexible contingent on another factor. What might that be? See below.
*Advancement - Should a character that makes little use of a certain skill advance the same as one who makes greater use? IMO, no. How do we progress then? This is where we are with our playtesting.
SUMMERY:
*Skills should be an optional, but in the basic package.
*The list should include general/specific skills (under different game types - fantasy, sci-fy, dark age, etc.) The ability score to represent should be flexible depending on the group (i.e. - Climb might be Str or Dex based or average of both).
*A skill that can be broken down into sub-skills can be adjudicated by ability score modifiers. Handle Animal (potentially based out of Cha) might cover one or more animal types based on modifier.
*Base Modifier - IMO the Skill Die works.
*Advancement - Feat based. All start with their (four?) skills (which may have subs, broadening variety) and beginning level Skill Die (d8?). Buy Skill advancement with feats - die increase, specialist, etc.)
I don't think creature types should have much if any mechanical consequence. I'd rather label creatures with keywords, so special effects can work on them. Hide from Undead needs the game to notate what is an undead creature, and an Amulet of Protection from Vegetables needs you to define what is a plant. But I don't want dragons inherently having different stats than bears. The complexity of 3e-era monster creation was WAY too high. 4e monster design suffered from divorcing mechanics from...
View full commentI don't think creature types should have much if any mechanical consequence. I'd rather label creatures with keywords, so special effects can work on them. Hide from Undead needs the game to notate what is an undead creature, and an Amulet of Protection from Vegetables needs you to define what is a plant.
But I don't want dragons inherently having different stats than bears. The complexity of 3e-era monster creation was WAY too high. 4e monster design suffered from divorcing mechanics from narrative a bit too often, but I did very much appreciate that you could decide how challenging you want a monster to be, and then simply fiat the stats to be in the right place. Keep that ideology, albeit with a mild requirement of some justification for stats (sure, the monster is supposed to be a challenge for a 10th level party, but why is its AC 20? is it slow and armored, or fast but vulnerable to being grappled?). Then add monster types as keywords only.
Much preferred the Origin, Type (Subtype) system from 4E than this. I understand that, without the core assumptions that 4E had, there would be problems in labeling something as having a Fey origin in a setting without a Feywild, I think this is one thing that the previous edition just plain got right. Although, when it comes to 5E monsters, I'd be happy just to see the Level and XP value at the TOP of the write-up
View full commentMuch preferred the Origin, Type (Subtype) system from 4E than this.
I understand that, without the core assumptions that 4E had, there would be problems in labeling something as having a Fey origin in a setting without a Feywild, I think this is one thing that the previous edition just plain got right.
Although, when it comes to 5E monsters, I'd be happy just to see the Level and XP value at the TOP of the write-up
Umm, in my last session my level one party encountered a band of orcs. I went through both my magic missile spells, one of them empowered to do maximum damage, and I only killed one Orc. Granted, my first casting was split my missile between three different orcs (as they all were already damaged by a fire trap) but didn't kill a single one despite the fact that they were each already hurt. My second cast used my daily feat to empower them and two missiles hit one Orc and killed him, and one...
View full commentUmm, in my last session my level one party encountered a band of orcs. I went through both my magic missile spells, one of them empowered to do maximum damage, and I only killed one Orc. Granted, my first casting was split my missile between three different orcs (as they all were already damaged by a fire trap) but didn't kill a single one despite the fact that they were each already hurt. My second cast used my daily feat to empower them and two missiles hit one Orc and killed him, and one missile hit another Orc, and he still survived. After a short rest, I have one first level spell back, the fighter and rogue in the party have not lost any ability to do anything. This was just a random encounter on our way to a town (it was one Orc per party member) and it was our first encounter for the adventuring day. So I don't want to hear any nonsense about the uber power of magic missiles over other classes. Thank you.
Also, not a complaint, I am having fun playing my wizard, at least so far.
Maybe what they should do is have "classic" advancement, which is more of what we are used to and then "official advancement" for use in dnd encounters and living campaigns, as i suspect that's what is behind this move any way. Then people can chose. That could work but it involves not singling out the fast track approach as the default or "right" way to play. I know this for sure, it will fail miserable in its goal of attracting old school players back into the fold if they read that the...
View full commentMaybe what they should do is have "classic" advancement, which is more of what we are used to and then "official advancement" for use in dnd encounters and living campaigns, as i suspect that's what is behind this move any way. Then people can chose. That could work but it involves not singling out the fast track approach as the default or "right" way to play.
I know this for sure, it will fail miserable in its goal of attracting old school players back into the fold if they read that the default game is level every other session as it suggests the game was designed to again he something comlpleatly foreign to what they grew up with. As I said, I myself have been in games that house ruled quicker leveling tracks, and they were fun. But to define DnD as that kind of play won't go over well in winning people back.
All that may be true, but admit it - this direction of D&Dnext is rekindling the flames of hope, and nostalgia is beginning to surface. The perfect mix of old and new (or so we hope). PS - I love the idea of bounded accuracy, as I feel we are finally going back to role playing rather than knockoffs of video game design bonuses.
View full commentAll that may be true, but admit it - this direction of D&Dnext is rekindling the flames of hope, and nostalgia is beginning to surface. The perfect mix of old and new (or so we hope).
PS - I love the idea of bounded accuracy, as I feel we are finally going back to role playing rather than knockoffs of video game design bonuses.
Hello dear; how are you doing, It's a wonderful compliment to write to you at this moment. Honestly I'm interested to make a good relationship with you after I read your profile today and I am so much interested on you. I want to build a trust and honest good relationship with. However, I shall send to you my picture and tell you more details about myself on my next mail. I want you to write to me through my email ( ...
View full commentHello dear;
how are you doing, It's a wonderful compliment to write to you at this moment. Honestly I'm interested to make a good relationship with you after I read your profile today and I am so much interested on you. I want to build a trust and honest good relationship with. However, I shall send to you my picture and tell you more details about myself on my next mail. I want you to write to me through my email ( esterbeko54@yahoo.in) I shall be waiting for your mail Thanks Yours Ester Beko.
my email address( esterbeko54@yahoo.in)
(con't) I think that the game does need to reward both good Character Building AND good Party Building. I mean, it is fun sometimes to make a special group that breaks from the norm, but part of the reason that is fun is because it does in fact make the whole concept more challenging. A group of all fighters is great in straight combat, but the lack of the other 3 archetypes makes it harder to avoid traps, handle swarms, counter magic, and heal magically, as well as repel undead. A party of all...
View full comment(con't) I think that the game does need to reward both good Character Building AND good Party Building. I mean, it is fun sometimes to make a special group that breaks from the norm, but part of the reason that is fun is because it does in fact make the whole concept more challenging. A group of all fighters is great in straight combat, but the lack of the other 3 archetypes makes it harder to avoid traps, handle swarms, counter magic, and heal magically, as well as repel undead. A party of all Clerics is a little more rounded, especially if each is a cleric of a different God/Domain so they are better able to sub for missing archetypes, but still, their not quite as good at AOE as if they had a Wizard type, they aren't as good at trap-finding than if they had a Rogue, etc... A group of all Wizards is drastically hurting in the AC and HP departments. Much weaker in toe to toe fighting, however, with properly diverse spell selection, they can handle a lot of situations. They are still shy on healing.
Reward good Role-playing, reward good Character Building, reward good Background/storytelling, and reward good Party Building. Simple as that!
I love playing clerics, but I also like the option of DMing a world inspired by Lord of the Rings or Game of Thrones - both settings with lower magic and less healing. Just as Mike Mearls likes to run an all day castle siege, and Chris Perkins a new campaign with lots of political intrigue, I think the basic rules should allow for an easy to use option for non-magical, or more rare, or slower forms of healing. Keep up the good work, Mike - and thanks as always for listening!
After reading this article about advanced rules and all the options they intend to give us ... wow, this is gonna be the best version of D&D ever, by far, hands down, holy ****. I mean critical hit tables, hit locations, rules for keeps etc etc etc... whatever your group wants, you can run it. This is the way D&D was always meant to be baby! Take my money and publish this sh*t now WOTC!!!!
For clarification' sake, the playtest rules consist solely of what will become d&d basic, right? That is, the final product will have far more (optional) depth and variety than what we're seeing at this point?
Expertise dice... Great idea but...the first iterations of the playtest were more ‘old school’. Looks like we are moving back to extreme damage die rolls again… Things like the Fighter surge.. shudder! 12d6 suddenly? Very naff! A more interesting expertise progression might be… A simple d6, d8, d10, d12, 2d6, d6d8, d610, d6d12, d8d12, d10d12 2d12. This is more than sufficient expertise dice for all classes and ensures players think when and how to spend their dice. I also...
View full commentExpertise dice...
Great idea but...the first iterations of the playtest were more ‘old school’. Looks like we are moving back to extreme damage die rolls again… Things like the Fighter surge.. shudder! 12d6 suddenly? Very naff!
A more interesting expertise progression might be…
A simple d6, d8, d10, d12, 2d6, d6d8, d610, d6d12, d8d12, d10d12 2d12. This is more than sufficient expertise dice for all classes and ensures players think when and how to spend their dice.
I also noticed the Barbar has automatic damage per hit like the fighter, rogue and cleric. Sorry guys –awful idea – just too extreme – automatic lumps of damage and in mega serviings too ! It’s a way of disguising yet another group of d6 damage lumps.
There simply no need for this extra damage at all. An extra to hit roll for the character would be more interesting and allow for a miss as well.
I like the overall thrust… but tone down the damage again. Remember the original thrust etc.
Its OK not to do 60 points per swing, in fact its better not too. Because when players can do extreme damage, so can monsters.. which means inevitably characters get hit in a fashion that roleplaying and quick thinking can’t influence – there no time.
But with less damage a smart party can turn a situation around – they’ve got time to live past that first initial damage train.
I agree, though it does annoy me that Paladins have to be lawful good. This is the only class that is restricted to good as their alignment, and I have always felt that a paladin could be lawful neutral or lawful evil instead, though the class description may take a little modification.
I don't like Alignment restriction for dragons or Genies... it's up DM what use or Aligment he wants his Dragon or Genie have.... been always against Aligment Restriction for those creatures.... and why is Shadow Dragon always Chaotic evil???? it like copy paste some kinde of Black Dragon again.... but if we said that Shadow dragon usually are of neutrall aligment then we will have a very interesting Dragon race.... after all the plane of Shadow are a neutrall plane... it's mortal denizens...
View full commentI don't like Alignment restriction for dragons or Genies... it's up DM what use or Aligment he wants his Dragon or Genie have.... been always against Aligment Restriction for those creatures....
and why is Shadow Dragon always Chaotic evil???? it like copy paste some kinde of Black Dragon again.... but if we said that Shadow dragon usually are of neutrall aligment then we will have a very interesting Dragon race.... after all the plane of Shadow are a neutrall plane... it's mortal denizens are most of the time of neutral aligment... only creature that have been tainted by the of pocket energi of the negative energi plane are evil (mostly undeads and some living tainted creature like Nightcrawlers)...
and were are the most interesting dragons of all time The Gem Dragons???? they are core dragon who have been neglected in 4 edition... Big Mistake i must say...
Move Shadow Dragon to Gem Dragon Family and call it Onyx dragon or something
and use mercuri dragon and steel dragon as metall dragon.. plus take back purple and brown ( brown was called yellow dragon in 2nd edition AD&D) and grey to chromatic dragon family...
I agree. Alignment has been part of the rules for a long time and should continue to be in the rules. And DMs have always ignored any rule that they didn't like so if some DM doesn't like alignment they don't have to use it, but the rest of us want it in the game.
Couldn't we just drop colour-coded dragons, please? And while we're at it, forget about fixed alignments for a whole species of intelligent creatures? Dragons encountered by the players should all be individuals, anyway. Dragons should become a toolbox: Provide a general template and pick and choose whatever abilities make sense for the single, unique dragon the party is about to encounter. Make dragons special, rather than just another random monster encounter.
One of the things that should be considered is the Idea of Multi Headed Dragons and that multi Headed Dragons possess a collective Intelligence. in essence all of the heads united together as one mind