Results for tag: 4th Edition
Posted by: email@example.com on May 19, 2013 at 07:19:25 PM
I know that 4th edition is being phased out and all, but would it have been the end of the world to rework the edition, and the Essentials line specifically, before turning out the lights and closing the door?
What I propose is the development of three boxed sets, one for each tier of play.
The Basic Set would include the necessary materials to play through the end of the Heroic tier, including players' options, monsters, maps, tokens (or miniatures, with "deluxe" sets!), an adventure or two.
The Expert Set would deal with the Paragon tier, and the Master Set the Epic tier.
Posted by: Gordanian on Jul 24, 2012 at 08:01:23 PM
Here are some examples of my World of Kiatayssa! A custom Dungeons and Dragons world I created for my custom campaign. Would love your feedback and thoughts..
You can also download the map pack here: > Download Link <
World of Kiatayssa (B&W):
The Continent of Shum'Wai:
The Continent of Andessa:
The Continent of Budayh:
The Continent of Ketchoria:
The Continent of FizzelBek:
The Continent of Nodrog:
Posted by: lofgren on Jun 13, 2012 at 02:00:01 AM
The Essentials line introduced a new way of creating and playing martial characters. Rather than choosing a standard action attack, these classes used minor action stances to change the effects of their melee basic attacks. Stances combined with weapon feats could produce a wide range of effects, giving the class in effect far more at-will attacks than its original 4th edition counterpart. In addition, each class received a single encounter power which it was able to use multiple times per encounter rather than multiple encounter powers. In some cases those powers augmented existing attacks, and thus the character had little need for a variety of encounter powers that amounted to slight improvements over
Posted by: lofgren on Jun 11, 2012 at 12:23:11 AM
Please share your comments.
To reduce the impact of tactical positioning, making storytelling more powerful and flexible. To make combat simple enough that players can keep all relevant information in their head. To allow all players to track their character’s positioning individually.
Current Status: Untested
Next Status: Balance Testing (PM if you are interested in
Posted by: JoonTehUnagi on May 21, 2012 at 12:23:17 AM
Entry about next D&D version:
Greetings fellow DM's and Players! :D
These are some of thoughts iv'e had for quite a time about 4th edition and how it feels to me.
(i am sorry if my english writing is not that good, but im trying my best! :P )
1: D&D 4th edition felt to me, as World of Warcraft gone Pen-and-paper. (not that is a bad thing)
Here I mostly talk about the party/group roles and functions.
We can all agree that the standard party built in 4th is: Leader- Defender- Striker- (optional)
If the party didn't have a leader or a defender, they wouldn't last very long in the encounters.
That was the also one of the problems in my group, someone had to take the leader and defender role.
But even though it felt like a MMO it also gave the player a sense of purpose. ...
Posted by: Incenjucar on May 16, 2012 at 01:10:05 AM
I am happy to finally introduce to you the beta version of the Harbinger, an elemental striker that can be played from level 1 to level 30, with two complete builds and two paragon paths. The Harbinger features polymorphing into elemental forms and a choice of steady or explosive additional damage. Please click on that link to the PDF, give it a look and tell me what you think. All input is valuable. Thanks in advance!
Developing the Harbinger
Of the elemental classes, the harbinger has been changed the most since I first introduced it as the Chaos Bringer. While the Chaos Bringer...
Posted by: QuietK on Apr 23, 2012 at 05:04:27 PM
For the sake of keeping our story straight and providing a resource for my players to go back and read over as a refresher before our meetings. I've been hearing good things about it, and thought I might share it here.
A group of adventurers in the world of Caelum; a previously thriving world, a massive portion of which has been made all but unlivable since a former King attempted to make a deal with the God of Death, Orcus, for immortality. This ruined part of the world is now referred to as "Where Angels Fear to Tread".
You come to a city on the threshold of this area on the River Des, called Des Nekketh. While this city and outlying farms had lived in relative peace, attacks had been reported, most recently on the outermost farm on the other side of the Des, a detail of soldiers losing...
Posted by: MonteCook on Mar 30, 2012 at 09:57:09 AM
There’s been a lot of talk of death in D&D lately, what with my recent blog about lethality and Mike’s columns about save or die mechanics. According to the feedback you’ve given us, most of you want there to be at least some measure of actual threat of death in the game.
But should death be permanent? There has always been some kind of raise dead mechanic in the game, but this brings up a lot of issues that affect both the story of the D&D world and gameplay itself.
The story aspects become obvious after just a moment of thought. If it’s possible to bring the dead back to life, why would the wealthy and the nobility ever die in such a world? If it’s just a matter of forking over the right amount of gold, surely the king can afford it. (And if the answer...
Posted by: WotC_TomLaPille on Mar 29, 2012 at 01:14:35 PM
In a previous post, we discussed the iconic cleric. A majority of poll respondents felt the cleric concept is wide enough to encompass healing allies, wearing armor, wielding a weapon, and turning undead. Along those lines, the cleric we’re working on for the upcoming playtest wears heavy armor, swings a weapon, and casts spells. This is no accident—it reflects many D&D legacy mechanics. All this has caused some players to ask us what the paladin’s place in the game is.
Rather than start with the paladin, though, let’s return to the core four classes for a moment.
Looking at only the core four classes across every edition reveals a consistent pattern. Among the four, wizards have exclusive access to arcane magic, clerics have exclusive access to divine magic, rogues...
Posted by: VB_Baysider on Mar 18, 2012 at 12:01:12 PM
Why I like 5th Age Magic
In my previous post, I suggested looking to Dragonlance 5th Age for an alternative point-based magic system. The reasons I like this system are threefold:
1) To me, it feels more like fantasy literature. There isn't a pre-defined list of spells or powers... The mage thinks up the spell effect they desire, spends their mana and attempts to cast the spell (with largers spells being more difficult than lesser spells).
2) A mage can spend more or less of their mana from their spell point pool depending on the situation. As noted, larger spell effects are more difficult to cast. Adding a little illumination to the tip of your staff is easier than blasting a large group of opponents with a blinding light.
3) A mage can make up new spells as needed. Because the mechanic...
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