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11 months ago ::
Jul 15, 2012 - 12:26PM
#11
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Date Joined:
Mar 26, 2007
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Like a fantasy version of Scream.
"...I told you never to bother me while I'm cleaning my room!"
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11 months ago ::
Jul 15, 2012 - 12:26PM
#12
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Date Joined:
Jan 12, 2012
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Each setting should have it's own feel. I do not see the point in similar settings. Of course there should be a way for a party of adventurers to get from one setting to another - Planescape? Wether this is done by resurrecting old settings like Maztica or creating new settings I am not sure. A mixture of both wold be good. However, I wonder how many offical settings for D&DNext will be allowed? Perhaps this is an area were modularity comes in to play.
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11 months ago ::
Jul 15, 2012 - 2:02PM
#13
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Date Joined:
May 22, 2003
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and what do you think rules wise ? should there be campaings that assume the tactical modual is being used. while another assumes it is not used?
Settings that impact game options have premise: look at DarkSun and the denial of divine heroes.
However, the tactical module may not be the best example. Modules should be more attune to playstyles at particular tables, as opposed to campaign settings and other broad generalizations of gaming support.
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11 months ago ::
Jul 15, 2012 - 4:06PM
#14
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I agree with more different. Eberon for a more modern theme. Darksun for a more post apocolyps theme. 1 generic default for a midevil theme. (Dragonlance, forgotten realms, ect could simply be different locations/continents) Spelljammer for a future space/exploring theme. I feel there could be a World War 2 theme too.
Plus Ravenloft for Gothic Horror.
Of course, we should probably have a separate one for slasher-flick horror. Like a fantasy version of Scream.
I don't see a need for a whole new setting for that.
Ravenloft could easily be 1 town in forgoten realms.
There could be an Old West themed setting for instance. A Water World has been much bandied about too, but I could think of some more 'out there' variations on that. Again, how many need to be a whole new campain, and just not a new location?
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my builds
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F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way. Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken. Elven Critters Crit op with crit generation. 5 of these will end anything. Broken. King Fisher Does an excellent job at keeping an enemy disabled in a few ways. Strong. Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading. Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered. Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square. Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong. Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked. Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic. Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation. Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses. Indestructible Simply won't die, even if you sleep though combat. Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent. Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof. Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it. Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways. Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful. The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken. Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered. Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5. Super Knight A tough, sticky, high damage knight. Strong. Super Duper Knight Basically the same as super knight, only far more broken. Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken. Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.
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11 months ago ::
Jul 15, 2012 - 4:20PM
#15
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Yah...about the different themes, some quarters say that the split of the playerbase along so many different campaigns was one of the things that helped bring down TSR. Now, I'm not saying that that is true, nor am I saying it's false -- I think it probably helped, but didn't do it alone -- but there -is- a certain amount of consideration due because of it (and, of course, depending on WotC's publishing costs and pricing schema). But it does ring somewhat true to me that if you give each place its -own- setting, you will split the base beyond its ability to support all those writers. I think 3-5 is the sweet spot, and the most popular -have- to be among them (Eberron, Realms, Hard Fun seem to be the main three, and Ravenloft takes #4 most likely but -could- be linked with Planescape, thus freeing up slot #5). Anything else should likely be a small not-often-supported 'Campaign Setting' standalone at most -or- add these 'other places' into existing settings, perhaps as 'other continents' (for Faerun) or the lands not really fleshed out (Eberron), or even linked with Planescape -- an opportunity I really don't think should be passed up.
Just thoughts.
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11 months ago ::
Jul 19, 2012 - 5:17PM
#16
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Each supported setting should be different enough that I want to create a separate character to play in it.
Ex: Dark Sun. No Divine characters, plus Arcane defiling, plus the distinctive racial cultures, naturally turns your mind in particular directions but discourages others. Other settings encourage similar effects. I created a dwarven druid for DS, contrasting with my half-elf warlock in LFR.
If you are generating lots of essays on your world's culture that do not include phrases like 'think country XYZ in Famous Setting PQR', you probably have a good candidate for an independent hardcover sourcebook.
There is, of course, the obverse problem: a setting which is the 'anything goes' or 'universally applicable' setting.
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Making it up as I go along: {BRJN} If I was writing the Tome of Lore, I would let Auppenser sleep. But I also would have him dream. In his dreaming he re-activates the innate powers of (some) mortal minds. Or his dreaming changes the nature of reality - currently very malleable thanks to Spellplague &c. Or whatever really cool flavor text and pseudo-science explanation people react positively to. {Lord_Karsus} You know, I like that better than the explanations for the Spellplague.
My plot device: http://community.wizards.com/go/thread/ … #489880509 (The reaction is the next post.)
Prepped ahead of time: I started the thread "1001 Failed Interrogation Results" {ADHadh} These are all good and make sense! I just can't come up with something that's not covered here and is not completely ridiculous.
My characters: Spoiler:
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Active Characters: LFR Half-elf StarLock6 Gondolin Nightstar AoA Dwarf Guardian Druid6 Narvik from House Wavir
Character A-building: Neverwinter Dwarven Invoker / Heir of Delzoun / worships Silvanus (!) "Truenamer" - speaks Words of Creation
Concepts I'm kicking around: "Buggy" Wizard - insect flavor on everything Halfling Tempest Fighter - just because nobody else is doing it Shifter Beast-o-phile Druid - for PoL campaign
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11 months ago ::
Jul 20, 2012 - 1:09AM
#17
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Date Joined:
Jan 15, 2012
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I'm in the "different" camp. I want them all to be very unique. I don't want a universal D&D cosmos, mythos, or whatever. I want it clearly stated in the core books, to the Players - Don't expect everything available for D&D to be in every setting and I want it clearly stated to the DM's - You don't have to use everything in every setting and in fact, you shouldn't as that's just overkill except in the most weird and gonzo of settings.
I want to see the "everything and the kitchen sink" approach to every setting die - and die a horrible, horrible death. The more uniqueness you can throw on a setting the more likely I will be to actually like it and perhaps even - gasp - buy it!
Of course, there should be a typical D&D "everything and the kitchen sink" setting for those that like that sort of thing too - not trying to shut anyone down - I just don't see the point of more than one of them.
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11 months ago ::
Jul 20, 2012 - 2:06AM
#18
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Date Joined:
Aug 25, 2007
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should they also be difrent rules wise?
for example: grayhawk assumes no moduals are used, so grayhawk adventures and campaign setting are designed with this in mind.
while eberon might assume the Tactical modual is used, so it's adventures would be designed with combat maps and the setting might incluse feats that giove bonusus when flanking.
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11 months ago ::
Jul 20, 2012 - 2:35AM
#19
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Personaly i would like to see the difrences between campaign settings become bigger, and with the modular aproach they talk about this should be posible.
for example cosmolegy could be difrent from one campaign to the next, the campaign setting would say which cosmolegy is the standard cosmolegy for that campaign. Ofcourse you can change this to any cosmolegy you want, but published adventures for the campaign setting would assume the cosmolegy that was mentioned as the standard in the campaign setting.
example would be the player races, a campaign setting might list playable races with a rating of common, uncommon, rare.
common: these are major races in the campaign setting, the setting has lots of fluff about them and their lands, and players might often encounter NPS's of these races. and the campaign setting might provice specific themes, backgrounds, equipment and other features for these races.
uncommon: these are minor races in the campaign they are mentioned to exist but the campaign setting does not provide a lot of fluff and player options for these races.
rare: basicly any player race not mentioned in the campaign setting. ( if a player plays one of these races the Dm would have to totaly design now this race fits into the campaign)
To encourage different settings, the “Core Compendium” (a single book to purchase that combines the DMG and PH) can encourage the players (both DM and adventurers) to group the Core races into common, uncommon, rare, and nonexistent. That way, the players think about which races set the mood for the setting (common), which are exotic background (uncommon), which are mysterious/fascinating/frightening/unknown (rare).
The Core Compendium itself shouldnt rate the races because each setting will differ, but should encourage to players to rate these races, to pick-and-choose among the core options to sculpt, organize, and build their world.
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11 months ago ::
Jul 20, 2012 - 6:36PM
#20
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Date Joined:
Jan 15, 2012
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should they also be difrent rules wise?
for example: grayhawk assumes no moduals are used, so grayhawk adventures and campaign setting are designed with this in mind.
while eberon might assume the Tactical modual is used, so it's adventures would be designed with combat maps and the setting might incluse feats that giove bonusus when flanking.
Simply: No...
I don't want one setting trying to enforce a specific style of play while that's not the style I want to play but is the setting I want to play. That sort of alienation isn't necessary IMO. Let the groups choose which rules modules they want to play with. In your example, for instance, why should any setting care if I use the Tactical Combat module or not? Obviously, it shouldn't. The same goes for Backgrounds and Themes, while a setting may add flavor via those mechanics, if you choose to ignore them it will still work just fine.
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