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RPGA Living Forgotten R.. since lfr is being decoupled from wotc can we...
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Switch to Forum Live View since lfr is being decoupled from wotc can we fix some problems?
3 years ago  ::  Aug 22, 2010 - 10:13AM #1
jsaint
Date Joined: Sep 2, 2008
Posts: 201
while wotc was footing the bill and promoting the game, lfr was trapped in using wotc's rules.  many of them were good, some were innovative, but once in a while they were a detriment to game balance.

what keeps us from simply banning all action points for players.  period.

what about the other bad mechanics out there that should be changed?  i will not list examples, since what i consider utterly ludicrous, others (wrongly) consider tollerable or more often fun.  but, setting aside what gets changed, what keeps us from making changes?

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3 years ago  ::  Aug 22, 2010 - 11:02AM #2
22_Over_7
Date Joined: Feb 1, 2008
Posts: 3,472
Banning action points neuters Warlords.

Simply put, this is still D&D - we largly play by its rules.
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3 years ago  ::  Aug 22, 2010 - 11:10AM #3
Corwynn
  • Dragon Slayer
Date Joined: Oct 20, 2008
Posts: 1,660

Aug 22, 2010 -- 10:13AM, jsaint wrote:

what keeps us from simply banning all action points for players.  period.


Is this a troll?

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3 years ago  ::  Aug 22, 2010 - 11:37AM #4
jsaint
Date Joined: Sep 2, 2008
Posts: 201
madre dios, corwynn!  where ever i post you show up and post something you dont like about what i posted!!!

no im not a troll!  action points are broken.  they are the principle element of all alpha strikes, they make combat in lfr too easy (and it is already much too easy anyways).

other things we could do without are all forms of saving throw penalties even if that makes some wizards sad, all uses of intimidate to force surrender, despite idiotic arguments that rules zero lets the dm say it failed anyways, and all forms of stealth and invisibility in combat that can persist more than one turn.

sometimes an overall good game has some flaws.  there is nothing wrong with correcting those flaws when you get a chance!
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3 years ago  ::  Aug 22, 2010 - 12:52PM #5
Skerrit
  • LFR Global Admin
Date Joined: Mar 17, 2005
Posts: 1,011
While WOTC is no longer overseeing our plot, we are still their OP campaign and they still provide some support for us, so still have to use their rules. We don't have a choice in this. The only things we can adjust are those rules that need special attention due to the organized play environment (such as rules that say your DM decides).
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3 years ago  ::  Aug 22, 2010 - 5:03PM #6
Corwynn
  • Dragon Slayer
Date Joined: Oct 20, 2008
Posts: 1,660

Aug 22, 2010 -- 11:37AM, jsaint wrote:

madre dios, corwynn!


Haha, nothing personal I swear.  You just say the darndest things

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3 years ago  ::  Aug 22, 2010 - 7:33PM #7
battles14
  • Part of the SOLUTION
Date Joined: Feb 11, 2006
Posts: 539

Aug 22, 2010 -- 10:13AM, jsaint wrote:

while wotc was footing the bill and promoting the game, lfr was trapped in using wotc's rules.  many of them were good, some were innovative, but once in a while they were a detriment to game balance.

what keeps us from simply banning all action points for players.  period.

what about the other bad mechanics out there that should be changed?  i will not list examples, since what i consider utterly ludicrous, others (wrongly) consider tollerable or more often fun.  but, setting aside what gets changed, what keeps us from making changes?


Sorry jsaint...We can't ban capital letters, either.

(Sorry. Couldn't resist.) Smile

Gamma World Origins Half-Sheets:
Horizontal (FiFG)
Vertical (GW) FiFG coming soon
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3 years ago  ::  Aug 22, 2010 - 8:42PM #8
Festivus
Date Joined: Jul 28, 2005
Posts: 381
I don't think LFR is too easy on players, I think 4e in general is too easy on players.  I really like MM3, it puts some scare back into the game, particularly with solos.  I don't think dropping action points will solve any headaches.

Things I dislike:

* Cards - but I think those are going away anyhow
* Formulaic adventures - Skill challenge, combat, combat, skill challenge, big fight
* The stories mean nothing -- again something I suspect is being looked into

I'll be back to LFR when it reboots next year... till then I am only a LFR player, not a DM.  Then, after we see the new product, will I want to comment on things I want to change. 
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3 years ago  ::  Aug 23, 2010 - 7:11AM #9
Peter_Seckler
Date Joined: Oct 17, 2005
Posts: 99
Without changing the rules (let's put that notion aside for now..) I think everyone has a different take on how Living Realms adventures should be run --me included. This is why I would really recommend the use of the MyRealms adventures. These currently go all the way up into Paragon levels. 

MyRealms gives you an XP budget and a treasure budget.. beyond that, you can go nuts. And at that point it just depends on whether or not you are able to find people willing to play your second* adventure.

I've had huge success with these- not just original adventures but entire original storylines and campaign groups running within the Living Realms. If the published adventures aren;t doing things the way you would like.. you can do it your way!



 * DMs are advised to trick, coerce or bribe players into playing their first MyRealms adventure.



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3 years ago  ::  Aug 23, 2010 - 7:31AM #10
Madfox11
  • LFR Global Admin
Date Joined: Dec 2, 2005
Posts: 4,449

Aug 22, 2010 -- 8:42PM, Festivus wrote:

* Formulaic adventures - Skill challenge, combat, combat, skill challenge, big fight



I understand the dislike, but this is really hard to deal with. LFR is written with conventions in mind, and that is not going to change. Hence, an adventure needs to be finished within 4 hours, which severely limits the setup of adventures. In 4E this is further limited by the rules concerning extended rests, and the difficulties in designing single encounters per day that are challenging without making them over the top lethal for the average group. Personally as a DM and a player I have accepted the fact, and I regularly run games for players who use dailies when it makes sense in the combat and not just because they know it to be the last fight.

Of course, outside of conventions DMs have some freedom to modify stuff more to their liking, and they most certainly can use MYRE to weave more encounters before and/or after the adventure to break away from the mold.

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