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Switch to Forum Live View Legends and Lore: Magic Items in D&D Next
12 months ago  ::  Jul 03, 2012 - 9:29AM #191
ShinQuickMan
Date Joined: Mar 19, 2004
Posts: 1,799

Jul 3, 2012 -- 6:55AM, Maxperson wrote:

Jul 3, 2012 -- 6:49AM, Luis_Carlos wrote:

Anybody doesn´t like +X weapons but.... what about monsters with damage reduction 10/+3?




They can't use monsters like that except as a module that DMs choose to use.  As soon as monsters like that appear, the +X items start being required, rather than optional.




Amen to that.

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12 months ago  ::  Jul 03, 2012 - 9:33AM #192
lokiare
Date Joined: Nov 3, 2008
Posts: 14,730
I think they mentioned somewhere that they were looking at damage reduction just means half damage and vulnerability just meant double damage. Does anyone else remember that?
Look here to Check out my adventures and ideas. I've started a blog, about video games, table top role playing games, programming, and many other things its called Kel and Lok Games. I'm looking for players for a 4E fantasy grounds game.Swallowed Lich's Implement, help please.
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12 months ago  ::  Jul 03, 2012 - 9:44AM #193
GilbertMDH
Date Joined: Nov 21, 2009
Posts: 399
@Maxperson (I realize I am responding to your post from yesterday afternoon, but I havebeen having internet problems)

I think you and I are on similar pages. You may well be right that labeling +X accuracy weapons as "legendary" would create a detrimental perception. We both agree that +X accuracy weapons should exist and that the DMG should provide advice about their use.

The key for me with DDN is that the modular nature of the game creates a lot of built in variations in rules. I think classification of these rules into easily understandable bite-size chunks is important. Without this, discussions (both online and when putting together games) get very unwieldy fast. There needs to be an established lexicon of terms for rules modules and variants to make the discussions more feasible. It also makes cross-referencing related rules within the products themselves easier.
My thoughts on Armor

My thoughts on Fighters

My thoughts on Healing
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12 months ago  ::  Jul 03, 2012 - 9:52AM #194
Warrant
Date Joined: Oct 4, 2010
Posts: 1,698
You are right Max about this Chicken little mentality. I don't understand how including optional +X magic items WILL break the game or else it's Oberoni-Macaroni kha-kha.... Will the option of a deck of many things break the game? Will the amulet of the planes break the game? What magical items absolutely will NOT break the game? Is the exclusion of any magical item that exists fall to Oberoni-Macaroni?
If all options aren't included in play does that mean the game is inherently broken? Can you REALLY break a roleplaying game with an all powerful judge?
"If it's not a conjuration, how did the wizard

con·jure/ˈkänjər/Verb
1. Make (something) appear unexpectedly or seemingly from nowhere as if by magic.

it?"  -anon

"Why don't you read fire·ball / fī(-ə)r-ˌbȯl/ and see if you can find the key word con.jure /'kən-ˈju̇r/ anywhere in it."
                                                     -Maxperson
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12 months ago  ::  Jul 03, 2012 - 9:52AM #195
GilbertMDH
Date Joined: Nov 21, 2009
Posts: 399

Jul 3, 2012 -- 9:33AM, lokiare wrote:

I think they mentioned somewhere that they were looking at damage reduction just means half damage and vulnerability just meant double damage. Does anyone else remember that?




This is the current resistance and vulnerability rule. I don't recall seeing anywhere a mention of using this for DR.

My thoughts on Armor

My thoughts on Fighters

My thoughts on Healing
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12 months ago  ::  Jul 03, 2012 - 2:32PM #196
Haldrik
Date Joined: Jan 2, 2004
Posts: 9,403

Jul 3, 2012 -- 9:52AM, GilbertMDH wrote:

Jul 3, 2012 -- 9:33AM, lokiare wrote:

I think they mentioned somewhere that they were looking at damage reduction just means half damage and vulnerability just meant double damage. Does anyone else remember that?




This is the current resistance and vulnerability rule. I don't recall seeing anywhere a mention of using this for DR.




Indeed, “Resist 3 piercing damage” would be the same thing as damage reduction.

While “Resist 3 all” is possible, I hope I dont see it. I prefer focusing on damage types.

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12 months ago  ::  Jul 03, 2012 - 4:24PM #197
Crimson_Concerto
Date Joined: Aug 28, 2005
Posts: 9,998
I know a lot of people are singing Hallelujah about this article, but it sounds absolutely horrible to me. Sure, something like this works great for Dark Sun where magic items are supposed to be rare and mysterious, but for other setting like Eberron where magic items aren't supposed to be mysterious at all, where character frequently use their down time to take a trip to the magic bazaar to buy some fancy magic robes to make a good impression at the magic ball tonight, it's just not going to work.

Magic item rarity and mystery are things that do and should vary from setting to setting, from campaign to campaign, so if the goal of D&D Next is reunification, to allow us to all play D&D the way that's right for us, then this is unquestionable a path towards failure. The only right way to handle magic items is exactly to allow them to be used well at any level of mystery or frequency, to offer options, suggestions, and balance tweaks to allow DMs to use magic items in the way that's most appropriate to their own story, campaign, or group.

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12 months ago  ::  Jul 03, 2012 - 4:42PM #198
AbdulAlhazred
Date Joined: Jan 9, 2009
Posts: 10,250

Jul 2, 2012 -- 3:09AM, Haldrik wrote:

Jul 2, 2012 -- 2:50AM, lokiare wrote:

Jul 1, 2012 -- 11:19PM, Haldrik wrote:

Mike Mearls mentions: “At this stage, we do assume that characters upgrade from one type of mundane armor to the next. For instance, a fighter might *afford* chainmail at 1st level. Later on, that fighter can *afford* banded armor, and then plate. Other than armor, the game lacks any other equipment that we expect you to *purchase* as a strict upgrade.”



Money creates vicious circles (money makes me more powerful, therefore I use my powers to get more money). Using money to destroy balance of leveling mechanics, invites distortive gamey behaviors that can ruin the game.

At this point, its probably best to assume all “core” armors are equally viable with advantages and disadvantages for each fighting-style. Alternative substandard armors are just that, substandard.




They could easily balance this out by starting the fighter, cleric, and paladin with a proficiency in chainmail and scale mail armor. Then later granting better armor proficiency as they level up.

Really the way to use chain mail is 100% different than using a breastplate. I personally think you should have to pick and choose which armors you are proficient with, not this "light", "medium", or "heavy" crap...




If I read your comment correctly, it is similar to the idea that each core armor type needs to be a viable option. Each has advantages and disadvantages, so each is more suitable for different fighting styles.

So, your saying each armor proficiency stands alone. If one wants to use plate armor effectively, take plate proficiency (with its advantages and disadvantages), and if one wants chain armor or leather armor, take its proficiency, respectively (with its advantages and disadvantages).

Sound good to me. That means, all core armor is equally good, depending, and there are no upgrades.



I would like to add, scale armor seems to me to be equivalent to substandard chain armor. Scale exists in the Bronze and Iron Ages, but later technologies obsolete it. Therefore, scale armor would not be a “core” armor. It can exist in a setting but simply a worse version of core chain. Darksun armors might fall into this category of “non-core” substandard versions.

Banded armor is simply leather armor with stategically placed strips of metal. This is basically the same thing as leather armor, maybe with some kind of minor bonus tacked on to the equipment/armor bonus.

This too, goes back to the idea, all the armors that core use as the standard are equally viable.


I think this will be EXTREMELY hard to pull off. It sounds good, but it wasn't even true in reality, and D&D's armor model is already lacking a lot of the details that would for instance deter one from walking around all day every day in plate armor.

The problem, mechanically, is that clearly heavier armors are going to add to your AC (or to something, though I'm not holding my breath for any other implementation). Given that say fighters are in the thick of it they're clearly a prime candidate to wear this stuff. So what exactly is going to be the offsetting penalty? Horrible penalties to physical skill checks? REALLY slow movement rates? Some sort of 'fatigue' rule? Given that the fighter's qualities are generally superior physical capability, and he needs to be able to both move around and operate constantly in his heavy armor any and all reasonably realistic and likely penalties that would offset a better AC (and they'll have to be pretty steep to do that) are going to impact the heavy armored fighter very severely.

It just doesn't seem like a viable concept mechanically. In a theorycrafting sort of way it DOES sound cool, it would solve a vast array of long standing problems, but practically speaking it isn't going to work unless someone can come up with some sort of clever idea that escapes me (please do).

That is not dead which may eternal lie
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12 months ago  ::  Jul 03, 2012 - 4:46PM #199
Haldrik
Date Joined: Jan 2, 2004
Posts: 9,403

Jul 3, 2012 -- 4:24PM, Crimson_Concerto wrote:

I know a lot of people are singing Hallelujah about this article, but it sounds absolutely horrible to me. Sure, something like this works great for Dark Sun where magic items are supposed to be rare and mysterious, but for other setting like Eberron where magic items aren't supposed to be mysterious at all, where character frequently use their down time to take a trip to the magic bazaar to buy some fancy magic robes to make a good impression at the magic ball tonight, it's just not going to work.

Magic item rarity and mystery are things that do and should vary from setting to setting, from campaign to campaign, so if the goal of D&D Next is reunification, to allow us to all play D&D the way that's right for us, then this is unquestionable a path towards failure. The only right way to handle magic items is exactly to allow them to be used well at any level of mystery or frequency, to offer options, suggestions, and balance tweaks to allow DMs to use magic items in the way that's most appropriate to their own story, campaign, or group.



On the bright side, Eberron can be the module that handles all the rules concerning magic item creation, magic item combat bonuses, and most importantly how to balance the usage of magic items - mechanically - when magic is everywhere and money is not an obstacle.

Money cannot be an obstacle, because a thief can steal a thousand magic items. What prevents this thief from breaking the game. The mechanics need to define this. Not all DMs want to be a nanny.

This magic stuff makes Eberron even cooler.

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12 months ago  ::  Jul 03, 2012 - 4:49PM #200
Seerow
Date Joined: Nov 7, 2005
Posts: 2,552
@haldrik

I've always liked the idea of having magic items work like Incarnum in 3.5 did. Except with bindings being made on a daily basis rather than round basis. So you might have 20 points of essence you can invest to your magic items, beyond that you can have all the items you want but they're not going to do anything for you. You can always give them out to friends and followers, or keep them around to swap when needed, but you won't ever have 500 magic items ready to go all at once.
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