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Dungeons & Dra.. D&D Future Releases The Dungeon Survival Handbook Excerpt - Themes
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1 year ago  ::  Apr 15, 2012 - 8:28AM #11
Lady_Auralla
Date Joined: Feb 27, 2010
Posts: 818

Apr 11, 2012 -- 11:41PM, Duskweaver wrote:

Wow. Treasure Sense has to be the most useless theme starting power I've ever seen. I mean, at least the Trapsmith's starting power is an off-turn attack that will actually do something really useful when it hits (despite its sub-par accuracy), so it's not a total dud for an Int-primary melee character (i.e. a swordmage or artificer).

I suppose Treasure Sense has some worth if your DM likes throwing cursed items at you... Or at least it would if it wasn't a power bonus. If you really think you might be looking at a cursed item, surely your leader is buffing you with a power bonus to knowledge checks already? And if you don't already suspect the item, you won't be using a daily power that only lasts for an hour (and only with that one item) just on the off-chance that it's cursed (because you have to assume that no other item you find that day will be cursed).

Using it to actually look for an item is really stupid, though. You need to specify what item you're looking for, which means you need to know 100% that "it's around here somewhere". So you're presumably already going to be spending as much time as you need searching for it (i.e. effectively taking 20). Which means this power is only useful if your DM arbitrarily sets the DC for finding an important item so high that you couldn't possibly find it without this power. So it's a power that your DM has to mechanically build his adventure around in order to make it useful?

God, it's like the shade racial power all over again.




I wouldnt call it useless, overall I liked the theme at worst I would say that one specific item is too narrow/specific a target. If you want an example of what you have to do to get worthless mechanics you would have to go as far as the Binder class.

I like that some non combat themes are seeing daylight, it is a pity that they share the same limited resource as combat based themes. This is the same problem as feats. How differant would our characters look if combat and non combat limited resources used seperate pools?

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1 year ago  ::  Apr 16, 2012 - 7:50AM #12
Jharii
Date Joined: May 3, 2008
Posts: 6,136

Apr 14, 2012 -- 3:05PM, MalakLightfoot wrote:

Apr 12, 2012 -- 3:35PM, Matt_James wrote:

Yep, reread it just to make sure. It sounds like this theme isn't for you. I maintain that it isn't useless as you suggest. It sounds like it isn't something that clicks with your style of play, or preference. 




It may also be a case of you being too close to the material as the author.


Or not, as others posting support of Treasure Sense would suggest.

Indiana Jones.  That's what I think of when I think about Treasure Sense and the Treasure Hunter in general.  Indy never gave up when he "felt" an artifact was near.  Indy has a lot in common with D&D adventuring and dungeon delving, in case some people haven't noticed.

Reflavoring: the change of flavor without changing any mechanical part of the game, no matter how small, in order to fit the mechanics to an otherwise unsupported concept.
Retexturing: the change of flavor (with at most minor mechanical adaptations) in order to effortlessly create support for a concept without inventing anything new.
Houseruling: the change, either minor or major, of the mechanics in order to better reflect a certain aspect of the game, including adapting the rules to fit an otherwise unsupported concept.
Homebrewing: the complete invention of something new that fits within the system in order to reflect an unsupported concept.

Default module =/= Core mechanic.
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1 year ago  ::  Apr 16, 2012 - 11:39AM #13
MalakLightfoot
Date Joined: Sep 19, 2007
Posts: 2,215

Or not, as others posting support of Treasure Sense would suggest.

Indiana Jones.  That's what I think of when I think about Treasure Sense and the Treasure Hunter in general.  Indy never gave up when he "felt" an artifact was near.  Indy has a lot in common with D&D adventuring and dungeon delving, in case some people haven't noticed.




Absolutely. Indy is exactly the feel that this should be evoking.

Except movie time and real time do not advance at the same rate. Let's take the first scene from Indiana Jones. We don't know how long they have been trekking through that jungle, but if Indy activated this ability to help them narrow down which part of the jungle related to the ancient map that he was following, then the duration of the power would have ended by the time Indy actually got to the tomb.

The time still passes, even if we skip ahead to the good parts. An adventuring day is still a day, we just gloss over things like how far the party had to walk, how long it takes to search a room or how long it take to read a book.

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1 year ago  ::  Apr 16, 2012 - 6:26PM #14
FearOfTheDark
Date Joined: Oct 2, 2006
Posts: 1,364
I love this theme.  I've been looking forward to this book since it's been announced.  Great job!

I hope taking this stuff from 4E to DnDNext will be relatively simple.
Fear Of The Dark, Fear Of The Dark, I Have A Constant Fear That Something's Always Near; Fear Of The Dark, Fear Of The Dark, I Have A Phobia That Someone's Always There- Iron Maiden

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1 year ago  ::  Apr 17, 2012 - 8:28AM #15
Style75
Date Joined: Oct 25, 2009
Posts: 1,982
I've already told my players to houserule treasure sense to an encounter power. Simple fix. Love the theme. I'm running the Undermountain adventure this summer and one of my players has already decided to use the theme. Should be fun.
Want to know more about the history of D&D, especially how to play older editions of the game? Check out Crazy Monkey's "Tour through the editions":

http://community.wizards.com/crazymonkey/go/forum/view/133793/225799/Asylum_Play-by-Post

The current edition is BECMI, the most popular form of Basic D&D and the adventure is the classic Red Box quest to kill Bargle the evil magic user. Check it out, learn about the games roots, and enjoy the story as it unfolds.
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1 year ago  ::  Apr 23, 2012 - 4:55AM #16
Matt_James
Date Joined: Jan 17, 2009
Posts: 709

Apr 17, 2012 -- 8:28AM, Style75 wrote:

I've already told my players to houserule treasure sense to an encounter power. Simple fix. Love the theme. I'm running the Undermountain adventure this summer and one of my players has already decided to use the theme. Should be fun.




Excellent. Let us know how it goes.

Matt James
Freelance Game Designer
Loremaster.org


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1 year ago  ::  Apr 26, 2012 - 8:05AM #17
chaosfang
Date Joined: May 1, 2009
Posts: 5,042
For me the problems with the themes are:

1. The starting feature really has to be errata'd to last until the next extended rest.  1 item, 1 hour, really?  That's way too short a time frame, even for Indiana Jones standards, don't you think?

2. Just like Linguist, Jack of All Trades and most other non-combat features of D&D 4E, the entire theme occupies a potential combat slot.  So choosing between a minor action attack (Sohei Flurry) and Treasure Hunter is... well, not a really difficult choice to make for most.

3.  Probably the biggest problem of all is in p.223 of the Player's Handbook:

Most of the time, you can determine the properties and powers of a magic item during a short rest. In the course of handling the item for a few minutes, you discover what the item is and what it does. You can identify one magic item per short rest.

Some magic items might be a bit harder to identify, such as cursed or nonstandard items, or powerful magical artifacts. Your DM might ask for an Arcana check to determine their properties, or you might even need to go on a special quest to find a ritual to identify or to unlock the powers of a unique item.


 



Not only does this section blatantly allow auto-identification of most items, but because most items are automatically identified -- yeah you can play this straight and say that players don't get to identify more than one magic item per short rest, but nothing really prevents PCs from taking multiple short rests if they have the time to spare for it -- I have yet to see a D&D 4E table that runs a game where acquired magic items aren't immediately identified.

For games that heavily utilize the second paragraph of the said page, the Treasure Sense power is [almost] a boon.  Almost, because of the fact that the daily utility is only worth 1 hour, which, when considering the distances you'd have to run in order to find/aquire materials even within the local districts of a regular-sized city.
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Oct 3, 2009 -- 12:36AM, MrCelsius wrote:


If you're crossing the street and see a city bus barreling straight toward you with 'GIVE ME YOUR WALLET!' painted across its windshield, you probably won't be reaching for your wallet.



I Don't Always Play Strikers...But When I Do, I Prefer Vampire
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This is what I believe is the spirit of D&D 4E, and my deal breaker for D&D Next: equal opportunities, with distinct specializations, in areas where conflict happens the most often, without having to worry about heavy micromanagement or system mastery.

What I hope to be my most useful contributions to the D&D Community: DM Idea: Collaborative Mapping, Classless 4E (homebrew system, that hopefully helps in D&D Next development), Gamma World 7E random character generator (by yours truly), and the Concept of Perfect Imbalance (for D&D Next and other TRPGs in development)

Pre-3E D&D should be recognized for what they were: simulation wargames where people could tell stories with

The Best Answer to "Why 4E?"

Fun vs. Engaging
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1 year ago  ::  Apr 26, 2012 - 11:00AM #18
Style75
Date Joined: Oct 25, 2009
Posts: 1,982

Apr 26, 2012 -- 8:05AM, chaosfang wrote:

Not only does this section blatantly allow auto-identification of most items, but because most items are automatically identified -- yeah you can play this straight and say that players don't get to identify more than one magic item per short rest, but nothing really prevents PCs from taking multiple short rests if they have the time to spare for it -- I have yet to see a D&D 4E table that runs a game where acquired magic items aren't immediately identified.




You should play at my table. PC's can only immediately identify common items. Uncommon items require an arcana check to ID, while an unkown rare item can have a variety of effects. Sometimes they're so powerful they announce their presence while other times the players have to do extended research to figure things out. Sometimes they have to use it for a while to determine exactly how it works. It really depends on story which is the most important thing in my game.

Automatically knowing everything about every object you find? yawn.....

And remember, the players handbook says most of the time. Not all of the time. The rule as stated is not rock solid and is clearly left to the purview of the DM to determine. In the kind of game where players are choosing the treasure hunter theme (most likely because they know they will be hunting valuable treasure), I would argue the DM should feel free to make the players work a little harder to figure out those rare items they are finding.

Want to know more about the history of D&D, especially how to play older editions of the game? Check out Crazy Monkey's "Tour through the editions":

http://community.wizards.com/crazymonkey/go/forum/view/133793/225799/Asylum_Play-by-Post

The current edition is BECMI, the most popular form of Basic D&D and the adventure is the classic Red Box quest to kill Bargle the evil magic user. Check it out, learn about the games roots, and enjoy the story as it unfolds.
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1 year ago  ::  Apr 26, 2012 - 3:12PM #19
chaosfang
Date Joined: May 1, 2009
Posts: 5,042

Apr 26, 2012 -- 11:00AM, Style75 wrote:

Apr 26, 2012 -- 8:05AM, chaosfang wrote:

Not only does this section blatantly allow auto-identification of most items, but because most items are automatically identified -- yeah you can play this straight and say that players don't get to identify more than one magic item per short rest, but nothing really prevents PCs from taking multiple short rests if they have the time to spare for it -- I have yet to see a D&D 4E table that runs a game where acquired magic items aren't immediately identified.




You should play at my table. PC's can only immediately identify common items. Uncommon items require an arcana check to ID, while an unkown rare item can have a variety of effects. Sometimes they're so powerful they announce their presence while other times the players have to do extended research to figure things out. Sometimes they have to use it for a while to determine exactly how it works. It really depends on story which is the most important thing in my game.

Automatically knowing everything about every object you find? yawn.....

And remember, the players handbook says most of the time. Not all of the time. The rule as stated is not rock solid and is clearly left to the purview of the DM to determine. In the kind of game where players are choosing the treasure hunter theme (most likely because they know they will be hunting valuable treasure), I would argue the DM should feel free to make the players work a little harder to figure out those rare items they are finding.



That is certainly true, but again because
1. Rarity was only introduced shortly before Essentials came in
2. Majority obviously don't play the same way as on your table (otherwise the theme's initial power wouldn't have such had bad reception)

that's why it has far less value than most, if not all other themes.

Personally I would love to have that work that way -- removing the Identify Item spell and reducing it to an Arcana check for the most part is needless bookkeeping removed -- and I do have a similar plan for my games (except I would assume that the group would take 20 on their Arcana check, or pay someone to make an Arcana check, and given the world is set in Eberron, there's little need for me to go for "make an Arcana check" for most things).  But again, most groups blatantly ignore the second paragraph, which is why it is problematic.

And by the way, I don't know if you're taking me out of context, or what not, but for the benefit of the doubt I would like to point out to you that I did mention the following:


For games that heavily utilize the second paragraph of the said page, the Treasure Sense power is [almost] a boon.  Almost, because of the fact that the daily utility is only worth 1 hour, which, when considering the distances you'd have to run in order to find/aquire materials even within the local districts of a regular-sized city.




Yes on your table the Treasure Hunter theme is awesome.  But only if it takes 1 hour to go around and learn more about the item.  The way *I* see it is that even if you dedicate an entire hour running around a city and learning all that you can learn, it'd be no better than studying an entire year's lessons in 1 hour for an exam, except in this exam the consequences might include the destruction of your team, if not the entire universe as you know it (or maybe just being trolled by the DM or what not), just for equipping a cursed magic item or what not.

Again, if it runs well on your table, cool.  For most though...
1. It doesn't work outright
2. Assuming it does work, most of the time 1 hour in-game of inquiries isn't enough, because unless there is only one expert on the item, that one hour would certainly involve going around and talking to people, and unless you're the Flash or you use teleportation galore, we're looking at easily 30-45 minutes of walking, running or riding.   Like I said, it should be a whole day ability (until next extended rest), although as an encounter power it's good too.

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You are Red/Blue!
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.

You are both rational and emotional. You value creation and discovery, and feel strongly about what you create. At best, you're innovative and intuitive. At worst, you're scattered and unpredictable.

D&D Home Page - What Monster Are You? - D&D Compendium


Oct 3, 2009 -- 12:36AM, MrCelsius wrote:


If you're crossing the street and see a city bus barreling straight toward you with 'GIVE ME YOUR WALLET!' painted across its windshield, you probably won't be reaching for your wallet.



I Don't Always Play Strikers...But When I Do, I Prefer Vampire
Stay Thirsty, My Friends


This is what I believe is the spirit of D&D 4E, and my deal breaker for D&D Next: equal opportunities, with distinct specializations, in areas where conflict happens the most often, without having to worry about heavy micromanagement or system mastery.

What I hope to be my most useful contributions to the D&D Community: DM Idea: Collaborative Mapping, Classless 4E (homebrew system, that hopefully helps in D&D Next development), Gamma World 7E random character generator (by yours truly), and the Concept of Perfect Imbalance (for D&D Next and other TRPGs in development)

Pre-3E D&D should be recognized for what they were: simulation wargames where people could tell stories with

The Best Answer to "Why 4E?"

Fun vs. Engaging
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