Results for tag: D&D Next
Posted by: Storyteller-Zero on May 11, 2013 at 11:20:31 PM
Finals at my college and final papers. Ugh. I got a part in a summer festival musical though. Looking forward to performing again in July.
Regarding monster design for my game in construction:
Whenever I DM'd for the local DnD Meetup Group, I got some of my most positive responses from players when I added narrative to the actions taken by enemies rather than just a simple "it hits you for X damage".
This reminded me of when I was first introduced to DnD through ADnD 2nd edition, when my brother would spout out awesome descriptions of what was going on during combat (it was always gridless when we played).
What if sample narratives were built into the design of monsters, for DMs to describe the action? This could benefit new and old DMs greatly and enrich the experience for the entire table....
Posted by: richgreen01 on May 11, 2013 at 03:28:27 AM
Some of you might know that I've been running a 4e campaign set in the cosmopolitan city of Parsantium for some time. Since January I've been working on turning this into a decent-sized city sourcebook suitable for use with D&D Next, 4e, Pathfinder and any other D&D edition/variant you like. I'm about two weeks from finishing the first draft and have written over 70,000 words so far. I am planning to self-publish the book later this year, all being well.
If you're interested in reading some more about it, [url=http://richgreen01.livejournal.com/tag/parsantium#asset-richgreen01-237862]this post[/url] gives you an overview, and I've been [url=http://richgreen01.livejournal.com/tag/design%20diary]posting design diaries to my blog[/url] too.
Let me know what you think
Posted by: Alphastream1 on Apr 29, 2013 at 02:21:40 PM
D&D Next: A Touch of Class
Class, subclass, build, kit, theme... just what goes into defining a character's class? What do we gain, and how best can we reflect commonalities and differences between the different varieties of classes in the game? What should D&D Next do? What is behind Legend & Lore's article on subclasses?
Legend & Lore states that the definition of a subclass can vary: "Each class will have a different take on what a subclass actually represents to it." The cleric subclasses are based on deities. The wizard on tradition. The fighter subclasses would include "warlord, knight, samurai, gladiator, or scout". The rogue would have "assassin, the thief, and the vagabond".
Taxonomy is Not the Goal
An important first point is that this isn't (or shouldn't be) about...
Posted by: Rhenny on Apr 21, 2013 at 11:21:22 AM
April 21, 2013 3:51 AM EDT
I'm starting a new set of playtests that will have players quickly level through PCs beginning with 1st level but hopefully getting them to 10+ in only 4 or 5 sessions. Overall, I want them to let me know how leveling up influences their play experience. As usual, we played online using RPGTO.
Posted by: crazy_monkey on Apr 19, 2013 at 12:44:20 PM
Why don’t you start off by telling us a little bit about you and your history with D&D, what you're playing now, and anything else you want people to know about you?
I did not start off as a gamer. I was a science-fiction fan as a kid: Star Trek, Space 1999, Star Wars, Outer Limits, and atom-age stuff from the prior two decades. The closest I'd gotten to fantasy was watching the movies of Ray Harryhausen, and reading Edgar Rice Boroughs and a copy of Edith Hamilton's Mythology.
Posted by: Alphastream1 on Apr 15, 2013 at 11:38:28 AM
D&D Next: A Model for Feats and Other Build Options
Legends & Lore discussed new options for acquiring Feats today. Neither those options nor the current D&D Next packet meet the goals I have for character generation:
Posted by: Storyteller-Zero on Apr 13, 2013 at 10:29:46 PM
Things are progressing a bit slowly since I've had a lot on my plate with my studies and being in a musical.
I figured out an "advanced concept" of accuracy which builds upon the concept of bound accuracy. Not going to reveal it yet since it still requires some major tweaks for testing. My inspiration for this "new accuracy" comes from the combination of some old ideas that I've experienced in different games. It will be simple, streamlined, and -------- (last adjective omitted so as not to give it away).
I've decided to keep monster design separate from PC design. It will be similar to 4e design up to a certain point but the differences will be very noticeable.
Designing adventures will be easy with a very facilitated ability to add depth to storytelling. Tools will be made to compensate ...
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: Orzel on Apr 9, 2013 at 05:48:52 AM
First, I like the D&D Next Ranger's favored enemy. In playtests, it displays the ranger's specialty versus certain enemies while at the same time letting him or her apply those bonuses to other monster and situations as well. The Giant Killer has been especially impressive. The Brute Hunter felt lacking however.
So... there is no favored enemy variant for Fey.
Those pesky fey. So what do we know about them?
Well according to [url=www.wizards.com/dnd/Article.aspx?x=dnd/4wand/20121127]James Wyatt's Wandering article[/url], fey are special indeed.
Fey are tricksters
While some can be brutish, most like the indirect route. They will attempt to trick you into unfavorable situations and toy with you if they believe they can. Some fey can disguise themselves as other beings naturally. Many can outright...
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