Results for tag: 3e
Posted by: Tony_Vargas on Apr 16, 2013 at 09:27:20 PM
If a traditional party of 4 (Cleric, Fighter, MU, Thief) were to kill their way to 2nd level, preying upon only that weakest of traditional D&D monsters, the lowly Kobold, how many deaths would they have on their collective conscience by the time they all hit 2nd level? The answer in 5e, is 100, even (cool, huh?), but I wondered how that compared to other eds:
So, I know I'm a notorious 4venger and all, but this one is just out of curiousity, and it led to some surprises.
For one thing, I couldn't find the 0D&D 'collector set' I received as a gift in 1989 - big surprise there, but if anyone wants to do the same for that, it might be fun.
For another, going through the numbers for 1e, I was forced to consider treasure types, because 1e gave exp for collecting money, 1 per...
Posted by: The_Jester on Apr 10, 2013 at 07:42:53 PM
Let's start by paraphrasing Winston Churchill: hitpoints are the worst possible system for tracking health except all others that have been tried.
Hitpoints are terrible for verisimilitude and an awful reflection of reality. They’re also not particularly good at emulating cinematic combat.
This old argument has come up again and again (and again and again), most recently resurfacing on various message boards due to the continued warlord debates and the option of martial healing. This seems like a topical discussion to write about.
Are Hitpoints Fatigue or Health?
And no. Here’s an amusing flowchart on the topic.
Posted by: The_Jester on Mar 27, 2013 at 04:18:36 PM
This article drifts into an esoteric aspect of worldbuilding. Some articles in this series are neutral in regards to Bottom-Up or Top-Down worldbuilding, applying equally to both. Then there’s trade and economics, a subject that quickly gets finicky and OCD even when building a Top-Down world for mass consumption.
Regardless, it can be handy to know some of the major trade routes of the region as well has how towns and nations support themselves. It’s also useful to keep in mind the economics of the world and the game.
As this is such an esoteric topic, I’ll be covering a couple topics at once to keep things short.
Below are links to the other chapters in this series.
Posted by: wrecan on Mar 22, 2013 at 12:41:20 PM
Back at the end of Third Edition, there was a lot of discussion about ways to break the game's economy. Many of them had been hashed out often enough and usually debunked. I decided to create a very short webcomic of each attempt to break the game economy, thinking that I'd post them whenever these topics came up. Unfortunately, this was in the July 2007, and in August of that year, Wizards announced the development of Fourth Edition, so I did not get much opportunity to use them. Instead I am archiving them here. (Click on the image to allow you to see a larger version.) My apologies for the typos.
Posted by: The_Jester on Feb 16, 2013 at 03:59:02 PM
With the design of 5th edition still underway, I wanted to rant a little about the ability (or rather the current inability) to add PC classes to monsters. Being able to make an orc into an orc fighter is pretty vital to my enjoyment of the game, mostly because making a classed creature equates with the DM’s ability to make NPC opponents.
This is a topic with some baggage, which needs to be discussed and acknowledged: past attempts have led to preconceived assumptions of what mixing classes and monsters means.
What Has Come Before
Almost no monsters had classes in the first couple editions. You had monsters and you had PCs and the rules were sketchy when you tried to make an encounter with say human fighters or an evil necromancer. You could add classes to some humanoid monsters,...
Posted by: kezzek on Feb 6, 2013 at 04:17:29 AM
It seems like there is always a push to create new classes to develop a character for every individual concept.
I think this is problematic. A character class should not represent a single conceptualized character. Otherwise, it would require thousands of classes to fit every conceivable idea.
Character class should represent a mechanic. A mechanism for developing the concept that you envision.
So you want to create an assassin class. Is it necessary? Can you create your killer using the rogue mechanic, or the wizard mechanic, or the fighter mechanic, or the cleric mechanic? If not, what is missing? Is there just a new power that you want? If that is the case, the solution is to create a new power, not create a new class.
This same holds true ...
Posted by: kezzek on Feb 5, 2013 at 06:00:40 AM
What is a class? How much should it determine the limits of a character and the character's flavor and direction?
I am of the opinion that unless a class has an entirely new mechanic, it does not need to be an independent class. If one class resembles another, simply add the new class as an optional subclass. There is already an assassin-type rogue. Unless a new assassin is highly unique, it need not be built. If it is just going to be a multiclass rogue/wizard or a rogue/fighter or a rogue/cleric, then it does not need to be built.
1. Magic-Users should have a Vancian spell chart (which I don't differentiate between divine and arcane spells just yet since some players might want to dip into this class to receive a limited Vancian ability for their characters). Each...
Posted by: ZackDM on Jan 11, 2013 at 04:40:33 PM
Hey guys I'm running a game at the moment and a big part of one of my characters is reasearching into ancient texts and delving into living books. I was wondering what every one's thoughts where on that and if you wanted to maybe give me some help with ideas or books you think would be cool and a system to put in play for getting through the book successfully.
Posted by: The_Jester on Dec 12, 2012 at 09:24:21 AM
Everyone’s time comes eventually. Eventually bad tactics, story, or cold dice kill a character. I’ve lost a couple and I’ve killed a couple.
But what happens next? I’m not talking about the long tunnel with the bright light or passage to the Shadowfell, but what happens at the table. A character just died and there are two or three hours left in the session. What do you do?
What Came BeforeThis is the spiritual follow-up to an earlier blog where I mused about killing PCs, but did not really touch on the follow-up. This seemed like an omission, which I now correct.
Below are some options and discussion on what to do when a PC dies at your table.
The baseline action for a PC dying unexpectedly is that player sits around bored, watching events unfold....
Posted by: Vlad_St_Howler on Nov 30, 2012 at 02:38:39 PM
Ah, fantasy and reality. Escapism and prison. Imagination and socialization. Newbie and Pro....?
I love fantasy as much as the next person, but being chained to reality really sucks. I have played my fair share of adventures as a PC, but not enough to make me a pro seasoned player. SOooooo, I am still a newbie.
It's been years since I last played, but this past summer I decided to take on a more prominent role, Dungeon Master. With my new family we began a group and I started to break everyone in with an AD&D Starter Set. A little something I bought back in the mid '90's while I was in highschool which never saw a group. Before finishing up the three included adventures, we decided to search for a more current edition to advance our need for fantasy and fun. So after finishing the 2e starter...
3e 4e 4th Edition 5e AD&D Adventure adventures art Avatar blog campaign Combat Commander D&D D&D D&D Next Dark Sun deck DM DMing DnD Downtime dragons dungeon master dungeons dungeons & dragons dungeons and dragons eberron EDH encounters Fantasy Forgotten Realms Fr gaming homebrew LFR Magic Magic Online magic the gathering mtg MTGO pathfinder RPG Scales of war standard Star Wars wrecan writing Zendikar