FR does well with the female heroine types. That being said, it doesn't really matter to me what gender any hero happens to be. There ARE differences between men and women - physically, mentally, and emotionally. That doesn't mean that one is better (or worse) than the other because in one aspect there is NO difference: the ideals that heroes stand for. It doesn't matter what gender a hero is as long as they stand tall against evil, whether they're all alone at the gates of Hell or leading an...
View full commentFR does well with the female heroine types. That being said, it doesn't really matter to me what gender any hero happens to be. There ARE differences between men and women - physically, mentally, and emotionally. That doesn't mean that one is better (or worse) than the other because in one aspect there is NO difference: the ideals that heroes stand for. It doesn't matter what gender a hero is as long as they stand tall against evil, whether they're all alone at the gates of Hell or leading an army against the undead horde. My two cents.
FR has some, sure. The most obvious is, naturally, Cattie-Brie. But we all know Tika Waylan and Laurana boh did the Artemis archetype long before anything else in the D&D world, and they did it with bow and frying pan!
I Been running my game(Home-brewed using the adnd 2ed books as a tool kit set to help create that game). I haven't missed a month without running at least one session in 20 years, meaning I have done more gaming than most who started in the 70s. I stopped playing characters on a serious basis in 1996 cause I couldn't find a DM as good as my first DM. My first DM was a military man they called the "First Gygax" cause he invented a rpg based off-board games before D
I Been running my game(Home-brewed using the adnd 2ed books as a tool kit set to help create that game). I haven't missed a month without running at least one session in 20 years, meaning I have done more gaming than most who started in the 70s. I stopped playing characters on a serious basis in 1996 cause I couldn't find a DM as good as my first DM. My first DM was a military man they called the "First Gygax" cause he invented a rpg based off-board games before D
Roleplaying and adventuring is teamplay so other characters should have problem with ones that want to rest after 5mins of adventuring. Easiest irl examples for 5min workday are: You are doing a project... You are working... You are playing a team based sport... ...and have one person to join you who is really good at what you are doing, but she's such a primadonna or slacker that she'll only write really good A4/works for 5mins/gets score or two for your team and then...
View full commentRoleplaying and adventuring is teamplay so other characters should have problem with ones that want to rest after 5mins of adventuring.
Easiest irl examples for 5min workday are:
You are doing a project...
You are working...
You are playing a team based sport...
...and have one person to join you who is really good at what you are doing, but she's such a primadonna or slacker that she'll only write really good A4/works for 5mins/gets score or two for your team and then goes home.
Personally I would't want to continue playing sports/working/do projects/roleplay with that kind of person and would think that she's a jerk ^^'
I'm sure that my PCs would fire that kind of PCs from the party and offgame suggest that maybe the player souldn't play caster. Our long time wizard responded to me, when I told that other groups are having problems with 5min workdays, that this is a roleplaying not a computer game.
I'm not sure the goal here is actually to eliminate the five-minute work day. Character power levels have to be balanced around something. To me, Mearls' initiative seems to be an essential response to the challenge of the FMWD, in that it can come about irregardless of the number or strength of encounters the players undertake. By considering opponents' power levels over a universal measure which affects all characters, the day, he is attempting to minimize the effect of play style on...
View full commentI'm not sure the goal here is actually to eliminate the five-minute work day. Character power levels have to be balanced around something. To me, Mearls' initiative seems to be an essential response to the challenge of the FMWD, in that it can come about irregardless of the number or strength of encounters the players undertake. By considering opponents' power levels over a universal measure which affects all characters, the day, he is attempting to minimize the effect of play style on playability.
No worries, they're very similar surnames after all. So you thought Will Wheaton was the madman behind Buffy, Angel, Firefly, Dollhouse, Horrible... ? I bet he wishes he was =)
Never seen Buffy, Firefly/Serenity however was great. Everyone on Serenity was a dork, but I'm going to have to give it to Jayne if only for trading "Vera" scene and the entire "Mudders" episode...
Uhg. Nuts! In the future I will endeavor to READ the published rules a little bit better before putting up posts. Sorry. The bit with the hobgoblins getting a +2 to AC rather than pcs attacking with disadvantage is right there in the "cover" section for half cover. Seems like I made the same call the developers would, but it creates a new, perhaps tougher, question. 5th ed still uses a form of the +/- system, not A/D exclusively. So what will the difference be between gaining a +/- to a...
View full commentUhg. Nuts! In the future I will endeavor to READ the published rules a little bit better before putting up posts. Sorry.
The bit with the hobgoblins getting a +2 to AC rather than pcs attacking with disadvantage is right there in the "cover" section for half cover. Seems like I made the same call the developers would, but it creates a new, perhaps tougher, question. 5th ed still uses a form of the +/- system, not A/D exclusively. So what will the difference be between gaining a +/- to a roll vs gaining A/D? Is it a more extreme situation than a +/-4 or 5? Or simply something more random than a straight +/- suggests? Example: Cover 1/2=+2AC, 3/4=+5AC, invisible=A/D. There is much back and forth between when one or the other is used. I can see where that could lead to confusion among the players/dm.
IDK guys. The more I read about and playtest with A/D system the more skeptical I become. I like the concept, but it was easier for me to just slap a +/-2 (or 4 or whatever) on the roll and go with it.
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