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Switch to Forum Live View Player's Guide for Homebrew World: Under a False Sky (134 page PDF)
2 years ago  ::  Jul 02, 2011 - 10:36AM #11
Krusk
Date Joined: Nov 30, 2005
Posts: 4,923
Just wanted to throw it out there that I do plan to read this, sometime between tonight and tommorow evening. PM me if I forget and you are going to die without my awesome feedback.
5e comments and thoughts all in one place. Check it out to provide feedback, mock, or steal ideas.
http://community.wizards.com/go/thread/view/75882/28835423/Krusks_5e_Design_Goals?sdb=1
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2 years ago  ::  Jul 02, 2011 - 1:25PM #12
Tiggurix
Date Joined: May 27, 2010
Posts: 43
This actually sounds just like the kind of campaign setting I could enjoy. I'm looking forward to reading it!Smile
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2 years ago  ::  Jul 03, 2011 - 5:55AM #13
DMattachine
Date Joined: Jun 23, 2011
Posts: 17
Cool, thanks.
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2 years ago  ::  Jul 03, 2011 - 4:44PM #14
Krusk
Date Joined: Nov 30, 2005
Posts: 4,923

I tend to only mention problems or things I don't like. Overall I think it was good, and actually saved it for the possibility of running a game there one day.


Overview- This interests me. I would like to play it. Queston. If there is limited space, expanses of nothingness seem strange. Wouldn't you have a dense crowding together? I'd almost rather see one giant city, square. The edges of the city literally have "The grey" a wall that goes seemingly infinately high and deep. It slowly closes in, maybe as much as a cenitmeter each year. The closer to the center the more expensive things get.

People under the False Sky- HE brought them here 200 years ago with a specific goal. He just never told them? Seems like elves could have potentially been there and simply asked "Hey whats with bringing these new guys here?" Generations later. Like 3? This whole section is sort of weird, and mish-mashed.  Religion is largely an afterthought, but they were totally brought here by a specific guy they know exists for a specific purpose. They just don't listen to him. Also this happened to my grandparents parents.

All the sladii and gith stuff make it seem high magic, or at least high psionic. You keep saying it isn't though. Dragons, aberations and undead don't help. Can't people say "oh that isn't magic its psionics"?

It comes off like you are DMing a high magic setting, but really wishing it were low.

Your gith come off like tolkiens elves. This is not a good thing.

Hero points are cool.

Traits were very cool. I like that idea  a lot for what is essentially an all human game.


Typo.
Martial Classes. .... Because of this material from the Martial Power and Martial Power 2 supplements are/will be. (not is) extremely useful....




5e comments and thoughts all in one place. Check it out to provide feedback, mock, or steal ideas.
http://community.wizards.com/go/thread/view/75882/28835423/Krusks_5e_Design_Goals?sdb=1
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2 years ago  ::  Jul 03, 2011 - 5:28PM #15
Eldrazor
Date Joined: Dec 28, 2010
Posts: 500
After glancing through everything, I noticed a couple of things.

- Hero points are a pretty cool idea.
- Traits are a pretty cool idea.
- Ending markedness as an at-will is overpowered (Canny trait).
- Love the idea of recharging powers on a PC.
- Like the idea of a defender that doesn't mark.
- Champion doesn't seem fun to play. Basic attacks, 1 encounter attack power that has the power of an at-will, no utility powers, no choice in what new powers are gained. I suppose you replaced the choice of powers with powers that upgrade a lot, but the choice aspect is lost. Basically a lack of fun and interesting powers. Only interesting thing was moving allies as a move action. You could instead of automatically upgrading existing powers have the players choose how they want to upgrade their existing powers. Would be an interesting feature that no other class has.
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2 years ago  ::  Jul 04, 2011 - 11:29AM #16
Tiggurix
Date Joined: May 27, 2010
Posts: 43
Yeah, I must also comment on the fact that it doesn't seem like you fitted the setting together appropriately regarding the fact that it had only been 6 generations (if you calculate a generation as about 30 years) since the First arrived in the Land. In other words, the earliest humans in the land goes only as far back as to be a current human's great grandparent's great grandparents. I understand that you represented this by the fact that the Land is still sparsely populated, but in any case, parts of the descriptions you give of the world almost presents it as rather ancient. Still, it's nice to have a setting with a "fresh start".
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2 years ago  ::  Jul 05, 2011 - 3:31PM #17
Tiggurix
Date Joined: May 27, 2010
Posts: 43
Also, I'm really looking forward to the DM's guide. Perhaps it may answer why the Twilight Wastes contain undead, among other things.
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2 years ago  ::  Jul 06, 2011 - 12:45AM #18
Phantymwolf
Date Joined: Oct 21, 2003
Posts: 545
Haven't had a chance to read through it yet, but base don comments here, and your own comment, you want this to be low-magic/fantasy. That's all well and good but I think you may have some misconceptions as to what that means. If you think that in a low-fantasy settign people don't use heavy armors, or possibly wear them when on duty, you'd be way wrong. If you want a really good example of low-magic check out A Song of Fire & Ice, specifically Game of Thrones (watch the TV series if you have a chance to in fact), it does low-fantasy very very well.  
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2 years ago  ::  Jul 06, 2011 - 6:57AM #19
DMattachine
Date Joined: Jun 23, 2011
Posts: 17

Jul 3, 2011 -- 4:44PM, Krusk wrote:


Overview- This interests me. I would like to play it. Queston. If there is limited space, expanses of nothingness seem strange. Wouldn't you have a dense crowding together? I'd almost rather see one giant city, square. The edges of the city literally have "The grey" a wall that goes seemingly infinately high and deep. It slowly closes in, maybe as much as a cenitmeter each year. The closer to the center the more expensive things get.

People under the False Sky- HE brought them here 200 years ago with a specific goal. He just never told them? Seems like elves could have potentially been there and simply asked "Hey whats with bringing these new guys here?" Generations later. Like 3? This whole section is sort of weird, and mish-mashed.  Religion is largely an afterthought, but they were totally brought here by a specific guy they know exists for a specific purpose. They just don't listen to him. Also this happened to my grandparents parents.

All the sladii and gith stuff make it seem high magic, or at least high psionic. You keep saying it isn't though. Dragons, aberations and undead don't help. Can't people say "oh that isn't magic its psionics"?

It comes off like you are DMing a high magic setting, but really wishing it were low.

Your gith come off like tolkiens elves. This is not a good thing.




Thanks for the comments.

1. The Founder wanted to create a small world, not just a city. Also, the "just a city" idea has been done in Sigil and Union. The expanses of empty space weren't always thus--there are ruins from the First civilization, too.

2. There are no elves--the world was created from the Maelstrom. Everything there was brought, created, or came with the slaadi later on. It is weird that folks have little memory or knowledge of something 200 years ago. It should be weird--what the heck happened? That is central to the backstory of the Land. The religion question is strange, too--they are aware of a creator, but he doesn't act like a god. Why?

3. This setting is like Fahrd and Gray Mouser: magic and monsters exist, everyone knows about them, but they are usually bad. Psionics are rare, but tolerated. In a given campaign, there will likely be zero or one psionic character. The players might meet a couple low-powered psionic NPCs. Likewise, no magic item shops. It is "low fantasy", not "no magic". Though there are monsters, the more unusual and magical ones don't make an appearance until paragon level, typically.

4. The gith have a very different agenda than Tolkien elves.

There is also a DM Campaign Guide, which I am still writing. This DM book contains the full backstory, example adventures, a simple map/atlas, and lots of adventure hooks.

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2 years ago  ::  Jul 06, 2011 - 6:59AM #20
DMattachine
Date Joined: Jun 23, 2011
Posts: 17

Jul 3, 2011 -- 5:28PM, Eldrazor wrote:

After glancing through everything, I noticed a couple of things.

- Hero points are a pretty cool idea.
- Traits are a pretty cool idea.
- Ending markedness as an at-will is overpowered (Canny trait).
- Love the idea of recharging powers on a PC.
- Like the idea of a defender that doesn't mark.
- Champion doesn't seem fun to play. Basic attacks, 1 encounter attack power that has the power of an at-will, no utility powers, no choice in what new powers are gained. I suppose you replaced the choice of powers with powers that upgrade a lot, but the choice aspect is lost. Basically a lack of fun and interesting powers. Only interesting thing was moving allies as a move action. You could instead of automatically upgrading existing powers have the players choose how they want to upgrade their existing powers. Would be an interesting feature that no other class has.




Thanks for the feedback!

The remove-a-mark power is quite good--I could downgrade it to an encounter power. On the other hand, it is an immediate reaction, so it uses up the PC's immediate action, and doesn't help if you get marked again before your turn. I will have to think about that one.

The Champion is specifically designed for the player who does not want a array of powers to choose from. Otherwise, the player would make a warlord. There are definitely players out there that want less choices, not more.


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