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    • G.Alfieri posted to dmgorgon's forum thread.

      February 1 at 9:04am
    • G.Alfieri posted to his forum thread.

      February 1 at 8:21am
    • G.Alfieri added a comment to WotC_Rodney's blog post on the DnD Next group.

      D&D Next Q&A: Standard/Basic Characters, Ease of DMing & Multi-classing
      You've got questions—we've got answers! Here's how it works—each...
      February 1 at 8:48am
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      "Hmm... shameful that third answer is."
      ~Yoda


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      February 15, 2013 4:44 PM PST
      I played with someone who really like the scout class, and I know that ninjas a somewhat popular. I know Knights as class will most likely not make a return because of the Knight background. What I'm trying to get out is that I would like to know what classes are planned for a return, which former ones are now going to be delegated to background or specialty. Here's a character concept to try out, a fighter type character that is only proficient in the use of shields as both offensive and...

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      March 23, 2013 11:24 AM PDT
    • G.Alfieri posted to 2LSan's forum thread.

      May 31, 2012 at 2:15am
    • G.Alfieri posted to his forum thread.

      May 27, 2012 at 10:18am
    • G.Alfieri posted to mellored's forum thread.

      Forum Topic: Terminology
      May 27, 2012 at 10:39am
    • G.Alfieri posted to smchristopher's forum thread on the DnD Next group.

      May 27, 2012 at 8:55am
    • G.Alfieri posted to RedSiegfried's forum thread on the DnD Next group.

      May 26, 2012 at 12:26pm
    • G.Alfieri 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 12:29pm
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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 12:27pm
      1 person likes this poll.
    • G.Alfieri added a comment to WotC_Trevor's blog post on the DnD Next group.

      Paladin Design Goals
      A few weeks ago, we shared a high-level overview of the design goals for the...
      May 19, 2012 at 6:17am
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      4 people like this blog post.
      Except then You have to sacrifice your background and specialty choices just to approximate that class, rather than having an equal ability to explore different stories within the class as the Fighter, Rogue, Cleric, and Wizard do.
      NO WAY.


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      January 25, 2013 6:22 AM PST
      I think in relation to paragraph 2 above, it would be awesome if a paladin had martial dice to use but instead of straight damage they could be used to provide effects based on deity choice. For example: I follow the edicts of a god of healing and as an option I can spend a martial die on a hit allowing the party member with the lowest HP to gain HP equal to a given modifier.
      February 24, 2013 9:32 AM PST
    • G.Alfieri added a comment to WotC_Trevor's blog post on the DnD Next group.

      Skills and Task Resolution
      Since 2nd Edition, the principle methods of character customization lived in...
      May 17, 2012 at 9:15am
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      1 person likes this blog post.
      I agree with some observations. One thing that frustrated me to no end in 4ed was that players looked up to "Skills" section of their character sheets as some kind of choice menu.
      Considering that skill system is mostly used out of combat, in roleplaying situations - it felt like it was overly restricting. Furthermore, penalizing party for failures created a situation where players would pass on interesting ideas because their characters are unlikely to make the roll.
      I also didn't...


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      July 22, 2012 10:31 AM PDT
      I think that ability checks could work for all 'skill' checks. But there are two things missing from that basic approach. The first is that some skills really do require learning and, secondly, people can get better with practice.
      But I think it's a very simple prospect to address both while still retaining the same mechanic.
      First is to have a small list of skills that require training (acrobatics, swimming, etc.). There would have to be a mechanic for limiting the number and types....


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      1 person likes this discussion post.
      August 13, 2012 3:16 PM PDT
    • G.Alfieri added a comment to WotC_Trevor's blog post on the DnD Next group.

      Goblins Care Only About Your Axe
      I’ve played a lot of D&D lately. But even when using rules prone to...
      May 17, 2012 at 9:01am
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      It is a very smart idea to be able to incorperate both styles of play (TotM/grid) into one game system. Not only do you find both types of encounters (2 guards/big final battle) and both types of players' tastes. But it would create a great amount of flexibility in the game itself. That is what our imagination can do, now D&D might do it as well. I love the fact that a DM or module would have the freedom to say "You know, they would probably post a pair of guards." and be able to run it quickly...

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      June 16, 2012 1:29 PM PDT
      This is intriguing, and I have to admit, I haven't really given much thought as to whether or not a particular encounter warrants grid and minis (I'm a bit of a grognard). This will be interesting to see. I'm actually going to start trying more TotM style combats in my games for the smaller encounters.
      July 12, 2012 2:42 PM PDT
    • G.Alfieri added a comment to WotC_Trevor's blog post on the DnD Next group.

      Tone and Edition
      A few years ago, I woke up and realized what I thought was fantasy...
      April 30, 2012 at 8:28am
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      2 people like this blog post.
      I'm a big believer in "Getting to Yes." Present the options, all the options, to the players, and see what they latch onto. Then build a game around what they are playing. If they want to play a Tiefling, don't screw them over for wanting to play the Tiefling. Build a story that will accommodate that choice. If the player WANTS to have risks involved with the racial choice (because those risks could be a roleplaying MINE, like having to wear robes to disguise a devilish appearance), that's...

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      September 27, 2012 7:22 AM PDT
      My campaign is quasi-historical, so I'm constantly saying no to races I haven't already distorted history to accommodate. I don't care one way or another about the frequency designations, because it should vary greatly from setting to setting.
      March 19, 2013 8:27 AM PDT

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