Results for tag: dndnext
Posted by: gnarwhal on Mar 25, 2013 at 08:57:46 AM
So we started playtesting Next in February.
The Big Brother - never played D&D before, but a big fan of Wil Wheaton so he wanted to try it out. Plays Merle, the ex-soldier dwarf fighter
The Chef - recently married my wife's best friend. Turns out he's a cool guy. Plays Wally, "The Docter", a cleric.
The Library Guy - one of my wife's co-workers. Plays Dawg, a bounty hunter fighter.
The Architect - a friend from a while back, he and my wife were on the drama team at church, now we're in the same neighborhood and our kids go to school together. Plays Anara, a male human thief who started out as an NPC female halfling thief.
I just realized that I know 3 out of 4 of these guys because of my wife. That's not going to get her to play. But she has made dinner for us each time we've played at ...
Posted by: Xaspian on Feb 5, 2013 at 02:00:50 PM
I've been running the D&D Next playtest, and the party have just reached the end of the Cave of Chaos adventure, eager for their next challenge. Most of the players are new to D&D, but all seem to be enjoying it so far. It's also the first campaign that I have DMed for, so it's been somewhat challenging, especially as Caves of Chaos doesn't have much story or structure to go on. I was intending to run Isle of Dread next, but was rather intimidated by its open structure, and the same lack of plot I struggled with in Caves of Chaos.
So instead, I thought I'd have a go at converting a good 4E adventure - Madness at Gardmore Abbey. I bought the set a while ago, but haven't had the chance to run it. As it happens, it's also a lot easier to tie into the party's characters, and the plot threads...
Posted by: The_Jester on Jan 4, 2013 at 05:10:01 PM
A convention of D&D campaign worlds and much fantasy fiction is the great metropolitan capital, the focal trade-city and hub of the continent, which is often a nation unto itself. This only somewhat reflects reality: there are many great cities in the world but few tend to be city-states, which predate the medieval periods D&D bases itself on. Large cities tend to be a rarity in the medieval world, having size limitations.
And yet every D&D setting has some large city. Greyhawk takes its name from the central Free City of that setting. Dragonlance has Palanthas, the Forgotten Realms has Waterdeep (and others), Eberron has Sharn, and so on. Planescape has Sigil. The Fafhrd and the Gray Mouser stories have Lankhmar and the Discworld novels...
Posted by: Alynn on Dec 29, 2012 at 02:52:53 PM
So, it's been awhile since I posted anything. This latest playtest packet, the clamor on the boards over skill dice and how it can be used as proficiency dice, and the fact that I have some extra free time due to the holiday schedule at work have all aligned to make this post possible.
I will warn you now that there is math involved with this post. I'll try to keep it as terse as possible so as not to bore you, but I guarantee nothing as far as your actual boredom level goes.
I won't rehash it, it's been all over the boards. Basically skill dice makes the new DC table for skills make perfect sense, is mathematically sound, and in my opinion is probably one of the best inventions for the game to date. It has also been suggested to take those skill dice, call them proficiency...
Posted by: The_Jester on Dec 17, 2012 at 05:16:01 PM
Most editions of D&D have been very neutral in terms of world lore. Races might receive a small assumption of flavour but this is very easily altered, and most classes make no assumptions regarding the type of fantasy world the DM is running. All save one: the cleric. The cleric makes a pretty huge assumption that is going to drive this entire blog.
Before I say my say, there are a plenty of good resources already on the web for creating fantasy pantheons. In a 30-second Google search I found this site and this site, but there are many others (Edit: such as Lord Archon's here). Feel free to check them or do your own search.
This is the seventh part in a series on fantasy world building.
Below are links to the other chapters in this series.
Posted by: Veritatis on Dec 12, 2012 at 02:18:09 AM
So, Richard Green has started a blogging carnival to discuss ideas about how we want the cosmology to turn out in #DnDNext. One of my best friends is already working in a cosmology of his own (you can check it out on his blog), so it kinda inspired me to work in my own. Sadly, on that side, I'm not that creative. I like both 3e and 4e cosmologies, and I love the Eberron one. And above all, I worship the Magic the Gathering one (or at least the one we can deduce from novels, art and flavor). If you know me, you'll probably know I drew inspiration for many of my campaigns (and monsters, villains, paragon paths among others) from several MtG expansions, so what I'm going to do now is precisely feature MtG cosmology as a DnDNext worthy one.
The things I like
Eberron and Dominaria (which is...
Posted by: The_Jester on Dec 3, 2012 at 02:12:33 PM
Perfect worlds don’t need heroes, and they certainly don’t need adventurers. Functioning kingdoms do not need to hire mercenaries to do the jobs of soldiers or a police force, civilized areas do not need a half-dozen heavily armed warriors acting as caravan guards, and very few hamlets or villages are threatened with slavery and death in a happy countryside. By the needs and conventions of the game, D&D worlds have to be seriously flawed, and even kingdoms ruled by a kind and just king must have their problems. Even campaigns built around delving into forgotten ruins seeking treasure and magic suggest a non-utopia based on the fact such a dangerous occupation is appealing, which says that there are few safer ways of earning that wealth. After all, the life of an adventurer is...
Posted by: damnedmage on Nov 13, 2012 at 04:20:07 PM
Since its introduction a few months ago, the Maneuvers system has proven a huge success, and well it should! This system is easy to understand, easy to use, and adds flexibility to otherwise boring classes. No longer does the fighter's turn have to consist of "I hit it with my sword" round after round; now he has a number of options to choose from to make his play more interesting.
However, with all of the hype that this system is getting, it can be easy to miss the mistakes that have still been made. In his commentary on the monk, even Mike Mearls identified one of the largest problems that remain:
For instance, right now the implementation of sneak attack and rogue maneuvers overall isn't quite where we'd like them to be.
A Unique Experience
The real problem, though, isn't with the...
Posted by: The_Jester on Oct 22, 2012 at 06:10:12 PM
Non-human races are a big part of what separates Fantasy fiction from Swords & Sorcerery (and extremely poorly researched historical fiction). Folk Tales, Mythology, and Tolkien have all blended together in a smoothy of imagination to given us the standard fantastic races of RPGs, and numerous fantasy stories and D&D splat books have added and expanded the pool of potential races for a fantasy world.
This is the fourth part in a series on Campaign World Building for 5th Edition AD&D, and the first where we really get into the conventions and assumptions of D&D Next.
ChaptersBelow are links to the other chapters in this series on World Building.
Posted by: The_Jester on Oct 8, 2012 at 05:48:07 PM
Eventually, when designing a new fantasy campaign world, you’ll want to map things out. For many this is just doodling on paper or in Photoshop or turning to a campaign cartography or fractal mapping program. But let’s look a little deeper at maps and charting your world, to avoid some of the common pitfalls and mistakes.
This is the third chapter on a series on world building.
Below a links to the previous chapters in this series
Part 13: Starting...
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