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Posted by: The_Jester on Sep 24, 2012 at 12:17:11 AM

I was really excited by the creative design space offered by the 5e fighter’s expertise dice mechanic, but I was much more interested by the improvisational space it created. It was a fluid, flexible mechanic, a spendable yet rechargeable resource designed to be burned for varied combat actions. It was as simple as the player wanted it to be and changed depending on desired role: it kept damage off the tank, added damage to the brute, and could be used for mob control by the defender.

But there’s a problem. No sooner was it created but content and options were heaped on the character and the potential to improv was removed as room to stunt shrunk. Is this an issue? Maybe. It depends on the type of game you like. D&D has always been a very codified game with rules for everything

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Posted by: The_Jester on Sep 14, 2012 at 08:40:05 PM

The is the first part on my new series on world building. In the introduction, I discussed Top-Down and Bottom-Up design, as well as some of the pros and cons of each.

Today I’m going to discuss “The Hook”.

Chapters

Below a links to the previous chapters in this series 

Introduction

Part 1: The Hook

Part 1.5: Factors

Part 2: Conflict

Part 3: Geography

Part 4: Races

Part 5: Nations

Part 6: Room for monsters

Part 7: Deities

Part 8: Cities

Part 9: Factions

Part 10: History

Part 11: Economics

Part 12: Culture

Part 13: Starting Zone

Part 14: Player's Guide

The Hook

Every new campaign world needs a “hook”: a concept or theme on which to base the world and differentiate

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Posted by: The_Jester on Sep 10, 2012 at 06:30:31 PM

This is the start of a new series discussing world building and the creation of campaign settings.

With 4th Edition winding down and many new campaigns looming on the horizon, ready to start when 5th Edition officially launches (or there's enough playtesting material) I imagine many DMs are thinking about where they'll set their campaign, what world they want to play in, and the nuances of creating their own campaign setting.

This blog series is designed to offer advice and suggestions on the art of world building. Each blog will discuss an element of design, and I’ll also demonstrate the advice by loosely designing a brand new world just for this blog.

Chapters

Below is a list of chapters (to be edited into links when I continue this series)

Introduction

Part 1: The Hook

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Posted by: The_Jester on Sep 8, 2012 at 10:43:02 AM

A term I keep hearing around the interwebs and on the message boards is "DM May I?" It's based around rules lite systems where there is less baked in PC options, and player must ask if they can do something. This is seen as a bad thing because of the risk of rigid DMs who won't let players do anything and will shoot down ideas. This is also because some players don't want to have to ask if they can do something – or have to think of actions – they just want to act.

I’ve also heard this referred to as “mother may I?” A term that seems deliberately inflammatory, designed to provoke a negative emotional reaction and thus establish without argument that the style is bad. So I’m sticking to “DM”.

No two gaming groups play D&D exactly alike. There

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Posted by: LordArchaon on Aug 23, 2012 at 09:03:23 AM
The Sorcerer. My favorite class since the very first time I saw it in a manual, I always seen in it way more potential than what the rules (and consequently the designers) actually put into it.

As I explained here, I envision the Sorcerer not only as a magic user whose talent is innate, as opposed to the learned wizards and the bargaining warlock. But I see (or wish I could see) the Sorcerer as a wielder of a more fundamental type of magic. The neglected, once-fabled Elemental Power Source, basically. But in what I could explain as a transition between Elemental and Arcane, Sorcery should actually be "raw magic". A dangerous, chaotic, roiling energy that only very few individuals can "see", let alone use.

Key Concept: Raw Magic

The Sorcerer as I envision it could have been born with this ...
Posted by: hvg3akaek on Aug 23, 2012 at 09:30:48 AM

Part 5: New Classes

In part 1 of my comments on round 2 of the playtest, I discussed the various other aspects in creating a character.  In part 2, I discussed the four classes presented in the playtest material, as well as the new take on themes (backgrounds and specialities). In part 3, I looked in more general terms over other aspects of play, largely following the "How to Play" document.  In part 4, I was focusing on a general look at the equipment and spells presented.  This time, I am briefly looking over the two new classes they have recently released: the Sorcerer and the Warlock.

I have represented my general feelings to each large subject in the title: (-ve) for generally negative feelings, (+ve) for generally positive feelings, and (neutral) if the pros and cons

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Posted by: hvg3akaek on Aug 23, 2012 at 09:29:34 AM

Part 4: Miscellaneous

In part 1 of my comments on round 2 of the playtest, I discussed the various other aspects in creating a character.  In part 2, I discussed the four classes presented in the playtest material, as well as the new take on themes (backgrounds and specialities). In part 3, I looked in more general terms over other aspects of play, largely following the "How to Play" document.  This time, I am focusing on a general look at the equipment and spells presented.

I have represented my general feelings to each large subject in the title: (-ve) for generally negative feelings, (+ve) for generally positive feelings, and (neutral) if the pros and cons seem to be about the same.

(neutral) Equipment

Keeping wealth to a solid starting figure is something I appreciate. 

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Posted by: hvg3akaek on Aug 23, 2012 at 09:26:59 AM

Part 3: The General Bits

In part 1 of my comments on round 2 of the playtest, I discussed the various other aspects in creating a character.  In part 2, I discussed the four classes presented in the playtest material, as well as the new take on themes (backgrounds and specialities). This time, I will be looking in more general terms over other aspects of play, largely following the "How to Play" document.

I have represented my general feelings to each large subject in the title: (-ve) for generally negative feelings, (+ve) for generally positive feelings, and (neutral) if the pros and cons seem to be about the same.

(-ve) Basic Rules

I have already spoken of my dislike of the single defence and rolling saves against attacks, as well as the "save  for every defence" that

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Posted by: hvg3akaek on Aug 23, 2012 at 09:25:15 AM

Part 2: Classes

In part 1 of my comments on round 2 of the playtest, I discussed the various other aspects in creating a character.  This time, I will be looking at the four classes presented in the playtest material, as well as the new take on themes (backgrounds and specialities).  I have previously talked about how the initial version of these classes played, and will try not to cover the same ground.

I have represented my general feelings to each large subject in the title: (-ve) for generally negative feelings, (+ve) for generally positive feelings, and (neutral) if the pros and cons seem to be about the same.

(-ve) In General

Hit Points across all classes have been dropped back to 3e levels.  A single, solid hit from a greataxe could drop a cleric.  Even

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Posted by: hvg3akaek on Aug 21, 2012 at 03:37:46 PM

Part 1: Character Creation

Character Creation seems to be the logical place to start.  Round 1 of the playtest only had pre-gens, so this gives us an opportunity to see a bit more of the mechanics of characters.  And what do we have?

I have represented my general feelings to each large subject in the title: (-ve) for generally negative feelings, (+ve) for generally positive feelings, and (neutral) if the pros and cons seem to be about the same.

(-ve) Ability scores

They have only provided two options in the playtest material: either roll (4d6, drop one), or one single array.  That's a pretty poor start, and I hope it is purely because they are still working out their point buy system, or calculating further arrays.  I personally do not like rolling stats - it might

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