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    • drow_priestess added a comment to WotC_Trevor's blog post on the DnD Next group.

      Sword +1, Flame Tongue
      The first magic item I remember finding when I started playing Dungeons &...
      May 24, 2012 at 8:53am
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      3 people like this blog post.
      What about artificers?
      July 18, 2012 3:30 PM PDT
      I like having some example unique items pre-made in the books. Especially some throw-backs and classics. But they're usually more of a jumping off point for me. I like to design my own items and I don't particularly care for rules (and a chapter thereof) to tell me how to do it "the right way". I generally disregard these rules and generate my ideas. My players enjoy the weapons, items, and artifact I create, and that's the important part. I work hard to make balanced items that don't break...

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      August 5, 2012 10:33 PM PDT
    • GMChris voted in the poll, "Magic properties 2".

      May 24, 2012 at 8:50am
      1 person likes this poll.
    • GMChris voted in the poll, "Simulating Combat".

      April 12, 2012 at 8:45am
      3 people like this poll.
    • GMChris voted in the poll, "Elements of Adventures (Least)".

      April 5, 2012 at 5:45am
    • GMChris voted in the poll, "Elements of Adventures".

      April 5, 2012 at 5:44am
      1 person likes this poll.
    • GMChris voted in the poll, "Raise Dead".

      April 5, 2012 at 5:42am
      1 person likes this poll.
    • drow_priestess added a comment to WotC_GregB's blog post on the DnD Next group.

      Complexity vs. Ease of Play
      The great thing about 4th Edition is that the character choices provide...
      March 24, 2012 at 1:50am
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      I like varying complexities and mechanics between character classes. That's what makes it fun. A wizard doesn't have healing powers, sword-skills, armor, or an affinity for stealth and shadow. In being a wizard you have chosen that you want to be a spellcaster, one who fights with his magic. In being a rogue, you have forgone spellbooks and claymores for sneak attacks and lock-picking. Maybe the NUMBER of traits doesn't add up, but those traits are also in varying areas of that character, and...

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      August 5, 2012 9:52 PM PDT
      Just joined and grinding through previous posts. I wanted to agree with Blackdrazon. I believe it is very important to have classes that are both simpler and more complicated than the median (yes, that will happen by definition, buy you know what I mean). There need to be novice-friendly classes to introduce new players, and more complex classes for those who like to juggle options.
      The simple option is especially important. I run a youth D&D game and I've watched them run through...


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      March 19, 2013 7:38 AM PDT
    • GMChris voted in the poll, "Ease vs. Complexity".

      March 23, 2012 at 4:34pm
      1 person likes this poll.
    • Ed_Warlord voted in the poll, "Iconic Cleric Poll".

      March 20, 2012 at 4:48am
    • drow_priestess added a comment to WotC_GregB's blog post on the DnD Next group.

      Save or Die II: Die and Die Again!
      Last week, I wrote about save or die mechanics in D&D and how I might...
      March 20, 2012 at 4:47am
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      I think that having "save or die/suck" abilities do HP damage along with saves is a cool idea. It makes it multiple saves or die, instead of "if you roll a 1 its game over, go toll up another character."
      However, players need to get more and more susceptible to the effects as they lose HP. Perhaps players should take "all action penalties" to their die rolls, saves, defenses, etc... as they lose HP. This represents a character's wounds and fatigue catching up with him during combat, or...


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      May 25, 2012 2:44 AM PDT
      Using Hit Points as a threshold for so-called "save or die" effects is great ... for some things.
      Real "save or die" effects (such as a example Medusa, above) have their place, too ... as do a plethora of other possible mechanics.
      Not every monster has to rely on the same mechanisms to deal out negative effects and death. They just don't. Maybe one monster drains hit points, another requires saving throws, a third adds permanent disadvantage (until the curse is removed), a fourth...


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      June 14, 2012 3:36 AM PDT
    • drow_priestess added a comment to WotC_GregB's blog post on the DnD Next group.

      Sneak Attack
      With the battle raging, Rook, a drow rogue, searches for an opening to...
      March 13, 2012 at 6:35am
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      So often in our games someone will say "I'm not THAT type of rogue" but that could mean they're not the chatty spy rogue, or they're not the trap master, or they're not the sneaky-stabby rogue or the sniper rogue. Sneak as done in 3rd is awesome but it can be separated out as an option as long as there are other equally fun and useful paths are offered.
      June 24, 2012 7:49 PM PDT
      I view the rogue more as a "jack of all trades" or renaissance man. While sneak attack is an interesting ability, it is a very focused aspect and should be set aside as a theme rather than a requirement. Surely you can have rogues who are more direct, like zorro or robin hood who are more about finesse than stealth. Just a thought.
      June 27, 2012 3:10 PM PDT
    • jskell27 voted in the poll, "Sneak Attack".

      March 13, 2012 at 6:30am
      1 person likes this poll.
    • drow_priestess added a comment to WotC_GregB's blog post on the DnD Next group.

      Deadly Dice
      In this week’s Legends & Lore, Mike discussed a save or die mechanic....
      March 12, 2012 at 11:14am
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      As someone who has been playing DnD and running DnD campaigns for nearly two decades: players should never die. Player character death creates frustration, both in the affected player (if he/she did not see it coming) as well as in the other players ("what are we going to do now") but also for the DM. Game over usually means game over for everyone at the table. Death should never be a punishment for reckless behaviour of players. Talk things out before it gets out of hand. A worse penalty for...

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      June 2, 2012 4:02 AM PDT
      My characters die all the time ...
      ... and I love it.
      It makes the characters who do survive all the more memorable. When one of my characters reaches high level, it's an accomplishment.
      For a while, we tried this whole "nobody dies unless sdoing something foolish" approach. Reaching high level was no longer an accomplishment. It felt a lot like graduation:
      Player 1: "I made it to 20th level."
      Player 2: "Who doesn't?"
      So, we eventually went back a few steps to the...


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      June 14, 2012 3:45 AM PDT

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