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Switch to Forum Live View The Art We Want: A Happy Art Thread.
12 months ago  ::  Jul 13, 2012 - 4:10PM #31
OleOneEye
Date Joined: Nov 17, 2003
Posts: 1,993
I like it when the art is a scene from a day in the adventurer's life.  I don't like it so much when the art is just an action pose.

Also, I hope there are a variety of styles.  I'm no so much on an edition having a uniform art style, regardless of whether I like or dislike that style.
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12 months ago  ::  Jul 13, 2012 - 4:14PM #32
BhaelFire
Date Joined: Jul 2, 2012
Posts: 703

Jul 13, 2012 -- 4:07PM, jfriant wrote:

The did do this for the 4E Red Box... not quite the same, but in the same realm.




Ah...yeah. Never saw the interior covers just the exterior box with the original Elmore.

Still, love that painting. By far one of my favorite Elmore pieces.


D&D Next - Basic and Expert Editions Show

I firmly believe that there should be two editions of the game; the core rules released as a "Basic" set and a more complicated expanded rules edition released as an "Expert" set. These two editions would provide separate entry points to the game; one for new players or players that want a more classic D&D game and another entry point for experienced gamers that want more options and all the other things they have come to expect from previous editions.

Also, they must release several rules modules covering the main elements of the game (i.e., classes, races, combat, magic, monsters, etc.) upon launch to further expand the game for those that still need more complexity in a particular element of the game.



Here's a mockup of the Basic Set I created.



(CLICK HERE TO VIEW LARGER IMAGE)
  


Basic Set


This boxed set contains a simple, "bare bones" edition of the game; the core rules. It's for those that want a rules-light edition of the game that is extremely modifiable or for new players that get intimidated easily by too many rules and/or options. The Basic Set contains everything needed to play with all the "classic" D&D races (i.e., Human, Dwarf, Elf, and Halfling) and classes (i.e., Cleric, Fighter, Rogue, Wizard) all the way up to maximum level (i.e., 20th Level).

The Basic boxed set contains:


Quick Start Rules
A "choose your own way" adventure intended as an intro to RPGs and basic D&D terms.

Player's Handbook
(Softcover, 125 pages)
Features rules for playing the classic D&D races and classes all the way up to 20th level.

Dungeon Master's Guide

(Softcover, 125 pages)
Includes the basic rules for dungeon masters.

Monster Manual
(Softcover, 100 pages)
Includes all the classic iconic monsters from D&D. 

Introductory Adventure
(Keep on the Borderlands)
An introductory adventure for beginning players and DMs.

Also includes: 

Character Sheets
Reference Sheets
Set of Dice




Expert Set


A set of hardbound rules that contains the core rules plus expanded races and classes, more spells and a large selection of optional rules modules — that is, pretty much everything that experienced players have come to expect. Each expert edition manual may be purchased separately, or in a boxed set. The Expert set includes:


Expert PHB (Hardcover, 225 pages. $35 Includes core rules plus 10 playable races, 10 character classes, expanded selection of spells and rules modules for players.)
Expert DMG (Hardcover, 250 pages. $35 Includes core rules plus expanded rules modules for DMs.)
Expert MM (Hardcover, 225 pages. $35 Includes an expanded list of monsters and creatures to challenge characters)




Expansions


These expansion rules modules can be used with both the Basic and Expert sets. Each expansion covers one specific aspect of the game, such as character creation, combat, spells, monsters, etc.) 


Hall of Heroes (Hardcover, 225 pages. $35 Includes a vast selection of playable character races and classes, new and old all in one book)
Combat and Tactics (Hardcover, 225 pages. $35 Includes dozens of new and old optional rules for combat all in one book)
Creature Compendium (Hardcover, 350 pages.$35 Includes hundreds of monsters, new and old all in one book)
The Grimoire (Hardcover, 225 pages. $35 Includes hundreds of new and old spells all in one book)












A Million Hit Points of Light: Shedding Light on Damage Show

A Million Hit Points of Light: Shedding Light on Damage and Hit Points


In my personal campaigns, I use the following system for damage and dying. It's a slight modification of the long-standing principles etsablished by the D&D game, only with a new definition of what 0 or less hit points means. I've been using it for years because it works really well. However, I've made some adjustments to take advantage of the D&D Next rules. I've decided to present the first part in a Q&A format for better clarity. So let's begin...


What are hit points?
The premise is very simple, but often misunderstood; hit points are an abstraction that represent the character's ability to avoid serious damage, not necessarily their ability to take serious damage. This is a very important distinction. They represent a combination of skillful maneuvering, toughness, stamina and luck. Some targets have more hit points because they are physically tougher and are harder to injure...others have more because they are experienced combatants and have learned how to turn near fatal blows into mere scratches by skillful maneuvering...and then others are just plain lucky. Once a character runs out of hit points they become vulnerable to serious life-threatening injuries.


So what exactly does it mean to "hit" with a successful attack roll, then?
It means that through your own skill and ability you may have wounded your target if the target lacks the hit points to avoid the full brunt of the attack. That's an important thing to keep in mind; a successful "hit" does not necessarily mean you physically damaged your target. It just means that your attack was well placed and forced the target to exert themselves in such a way as to leave them vulnerable to further attacks. For example, instead of severing the target's arm, the attack merely grazes them leaving a minor cut.


But the attack did 25 points of damage! Why did it only "graze" the target?
Because the target has more than 25 hit points. Your attack forced them to exert a lot of energy to avoid the attack, but because of their combat skill, toughness, stamina and luck, they managed to avoid being seriously injured. However, because of this attack, they may not have the reserves to avoid your next attack. Perhaps you knocked them off balance or the attack left them so fatigued they lack the stamina to evade another attack. It's the DM's call on how they want to narrate the exact reason the blow didn't kill or wound the target.


Yeah, but what about "touch" attacks that rely on physical contact?
Making physical contact with a target is a lot different than striking them, so these types of attacks are the exception. If a touch attack succeeds, the attacker manages to make contact with their target.


If hit points and weapon damage don't always represent actual damage to the target, then what does it represent?
Think of the damage from an attack as more like a "threat level" rather than actual physical damage that transfers directly to the target's body. That is, the more damage an attack does, the harder it is to avoid serious injury. For example, an attack that causes 14 points of damage is more likely to wound the target than 3 points of damage (depending on how many hit points the target has left). The higher the damage, the greater the chance is that the target will become seriously injured. So, an attack that does 34 points of damage could be thought of as a "threat level of 34." If the target doesn't have the hit points to negate that threat, they become seriously injured.


Ok, but shouldn't armor reduce the amount of damage delivered from an attack?
It does reduce damage; by making it harder for an attack to cause serious injury. A successful hit against an armored target suggests that the attack may have circumvented the target's armor by striking in a vulnerable area.


What about poison and other types of non-combat damage?
Hit point loss from non-physical forms of damage represents the character spitting the poison out just in time before it takes full strength or perhaps the poison just wasn't strong enough to affect them drastically, but still weakens them. Again, it's the DMs call on how to narrate the reasons why the character avoids serious harm from the damage.


If hit points don't don't represent actual damage then how does that make sense with spells like Cure Serious Wounds and other forms of healing like healer kits with bandages?
Hit points do represent some physical damage, just not serious physical damage. Healing magic and other forms of healing still affect these minor wounds just as well as more serious wounds. For example, bandaging up minor cuts and abrasions helps the character rejuvenate and relieve the pain and/or fatigue of hit point loss. The key thing to remember is that it's an abstraction that allows the DM freedom to interpret and narrate it as they see fit.

What if my attack reduces the target to 0 or less hit points?
If a player is reduced to 0 or less hit points they are wounded. If a monster or NPC is reduce to 0 or less hit points they are killed.


Why are monsters killed immediately and not players?
Because unless the monsters are crucial to the story, it makes combat resolution much faster. It is assumed that players immediately execute a coup de grace on wounded monsters as a finishing move.


What if a character is wounded by poison or other types of non-physical damage?
If a character becomes wounded from non-combat damage they still receive the effects of being wounded, regardless if they show any physical signs of injury (i.e., internal injuries are still considered injuries).


Ok. I get it...but what happens once a character is wounded?
See below.
 


Damage and Dying


Once a character is reduced to 0 or less hit points, they start taking real damage. In other words, their reserves have run out and they can no longer avoid taking serious damage.


  1. Characters are fully operational as long as they have 1 hit point or more. They may have minor cuts, bruises, and superficial wounds, but they are are not impaired significantly. 

  2. Once they reach 0 or less hit points, they become Wounded (see below).That is, they have sustained a wound that impairs their ability to perform actions.

  3. If they reach a negative amount of hit points equal or greater than their Constitution score, they are Incapacitated. This means they are in critical condition and could possibly die.

  4. Characters will die if their hit points reach a negative amount greater than their Constitution score, plus their current level.



Unharmed: 1 hp or more
Wounded: 0 hp or less
Incapacitated: -(Constitution) to -(Constitution+Level)
Dead: Less than -(Constitution +Level)


Wounded
When the character reaches 0 or less hit points they become wounded. Wounded characters receive disadvantage on all attacks and saving throws until they heal back up to 1 hit point or more. This allows for a transitory stage between healthy and dying, without having to mess around with impairment rules while the character still has hit points left.


Incapacitated
Characters begin dying when they reach a negative amount of hit points equal to their Constitution score. At which point, they must make a DC 10 Constitution saving throw on each of their following turns (the disadvantage from being wounded does not apply for these saving throws).

If successful, the character remains dying, but their condition does not worsen.


If the saving throw fails, another DC 10 Constitution saving throw must be made. If that one fails, the character succumbs to their wounds and dies. If successful, the character stabilizes and is no longer dying.

Finally, if a dying character receives first aid or healing at any point, they immediately stabilize.


Dead
Characters will die if they reach a negative amount of hit points equal to their Constitution, plus their current level. Thus, if an 8th level character with a Constitution score of 12 is down to 4 hit points then takes 24 points of damage (reducing their hit points to -20) the attack kills them outright.

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12 months ago  ::  Jul 13, 2012 - 6:21PM #33
MrChamp
Date Joined: Sep 16, 2007
Posts: 192

Jul 13, 2012 -- 7:04AM, carldot34 wrote:

Ah, Elmore, bless him!  Don't know how to add an SBlock but does anyone remember Elmore's picture from 2e Players Guide of a group of adventures, all battered and scratched, posing for a painting, with the dragon they had killed and the treasure hoard they had collected.  Thye looked so proud and the dragon was about THREE FEET LONG and the treasure was one small chest about the size of a helmet!  I always loved that picture! 4e did epic but that 2e picture just spoke to me!




Yep, Elmore's art has always been exactly how I've depicted DnD.  Gritty with characters just getting it done, and not an 8 foot sword to be seen.  As far as I'm concerned he could exclusively illustrate all the 5th ED books.

party kills dragon

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12 months ago  ::  Jul 13, 2012 - 8:03PM #34
DoctorNecrotic
Date Joined: May 24, 2012
Posts: 1,101

Jul 13, 2012 -- 6:21PM, MrChamp wrote:

Jul 13, 2012 -- 7:04AM, carldot34 wrote:

Ah, Elmore, bless him!  Don't know how to add an SBlock but does anyone remember Elmore's picture from 2e Players Guide of a group of adventures, all battered and scratched, posing for a painting, with the dragon they had killed and the treasure hoard they had collected.  Thye looked so proud and the dragon was about THREE FEET LONG and the treasure was one small chest about the size of a helmet!  I always loved that picture! 4e did epic but that 2e picture just spoke to me!




Yep, Elmore's art has always been exactly how I've depicted DnD.  Gritty with characters just getting it done, and not an 8 foot sword to be seen.  As far as I'm concerned he could exclusively illustrate all the 5th ED books.

Spoiler: Show


 

Now, that's the kind of D&D I like!  Quick, gritty, and no silly and too cartoony stuff (Now, going back to "retro" is not bad.  This art is beautiful and embodies adventure!  I wouldn't mind the realistic style coming back...  just, not the "cool retro hair styles" with it.  No '80s hair in my team

Disgruntled ghost of the Knights of W.T.F.
(Keep D&D alive, end the edition wars!)

"And if you gaze for long into an abyss, the abyss gazes also into you." - Friedrich Nietzsche

Disclaimer: Most of my posts are based on opinions (and are sometimes humorous, other times inspirational)
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12 months ago  ::  Jul 13, 2012 - 8:41PM #35
BhaelFire
Date Joined: Jul 2, 2012
Posts: 703

Jul 13, 2012 -- 8:03PM, DoctorNecrotic wrote:

I wouldn't mind the realistic style coming back...  just, not the "cool retro hair styles" with it.  No '80s hair in my team




100% Agreed.

It's called Low Fantasy art; It's the hallmark of a lot of old-school D&D artists, when things were based on semi-realistic and historic things, as opposed to off-the-wall silly stuff like dudes walking around in gigantic armor, wielding 30-foot swords and jumping over canyons while they cast lightning bolts at everything that moves.

The focus of Low Fantasy is more on the gritty side of fantasy. That is, it tends to be more believable...and less forgiving of whimsy.
 
I'd like to see it return, to be honest. 

D&D Next - Basic and Expert Editions Show

I firmly believe that there should be two editions of the game; the core rules released as a "Basic" set and a more complicated expanded rules edition released as an "Expert" set. These two editions would provide separate entry points to the game; one for new players or players that want a more classic D&D game and another entry point for experienced gamers that want more options and all the other things they have come to expect from previous editions.

Also, they must release several rules modules covering the main elements of the game (i.e., classes, races, combat, magic, monsters, etc.) upon launch to further expand the game for those that still need more complexity in a particular element of the game.



Here's a mockup of the Basic Set I created.



(CLICK HERE TO VIEW LARGER IMAGE)
  


Basic Set


This boxed set contains a simple, "bare bones" edition of the game; the core rules. It's for those that want a rules-light edition of the game that is extremely modifiable or for new players that get intimidated easily by too many rules and/or options. The Basic Set contains everything needed to play with all the "classic" D&D races (i.e., Human, Dwarf, Elf, and Halfling) and classes (i.e., Cleric, Fighter, Rogue, Wizard) all the way up to maximum level (i.e., 20th Level).

The Basic boxed set contains:


Quick Start Rules
A "choose your own way" adventure intended as an intro to RPGs and basic D&D terms.

Player's Handbook
(Softcover, 125 pages)
Features rules for playing the classic D&D races and classes all the way up to 20th level.

Dungeon Master's Guide

(Softcover, 125 pages)
Includes the basic rules for dungeon masters.

Monster Manual
(Softcover, 100 pages)
Includes all the classic iconic monsters from D&D. 

Introductory Adventure
(Keep on the Borderlands)
An introductory adventure for beginning players and DMs.

Also includes: 

Character Sheets
Reference Sheets
Set of Dice




Expert Set


A set of hardbound rules that contains the core rules plus expanded races and classes, more spells and a large selection of optional rules modules — that is, pretty much everything that experienced players have come to expect. Each expert edition manual may be purchased separately, or in a boxed set. The Expert set includes:


Expert PHB (Hardcover, 225 pages. $35 Includes core rules plus 10 playable races, 10 character classes, expanded selection of spells and rules modules for players.)
Expert DMG (Hardcover, 250 pages. $35 Includes core rules plus expanded rules modules for DMs.)
Expert MM (Hardcover, 225 pages. $35 Includes an expanded list of monsters and creatures to challenge characters)




Expansions


These expansion rules modules can be used with both the Basic and Expert sets. Each expansion covers one specific aspect of the game, such as character creation, combat, spells, monsters, etc.) 


Hall of Heroes (Hardcover, 225 pages. $35 Includes a vast selection of playable character races and classes, new and old all in one book)
Combat and Tactics (Hardcover, 225 pages. $35 Includes dozens of new and old optional rules for combat all in one book)
Creature Compendium (Hardcover, 350 pages.$35 Includes hundreds of monsters, new and old all in one book)
The Grimoire (Hardcover, 225 pages. $35 Includes hundreds of new and old spells all in one book)












A Million Hit Points of Light: Shedding Light on Damage Show

A Million Hit Points of Light: Shedding Light on Damage and Hit Points


In my personal campaigns, I use the following system for damage and dying. It's a slight modification of the long-standing principles etsablished by the D&D game, only with a new definition of what 0 or less hit points means. I've been using it for years because it works really well. However, I've made some adjustments to take advantage of the D&D Next rules. I've decided to present the first part in a Q&A format for better clarity. So let's begin...


What are hit points?
The premise is very simple, but often misunderstood; hit points are an abstraction that represent the character's ability to avoid serious damage, not necessarily their ability to take serious damage. This is a very important distinction. They represent a combination of skillful maneuvering, toughness, stamina and luck. Some targets have more hit points because they are physically tougher and are harder to injure...others have more because they are experienced combatants and have learned how to turn near fatal blows into mere scratches by skillful maneuvering...and then others are just plain lucky. Once a character runs out of hit points they become vulnerable to serious life-threatening injuries.


So what exactly does it mean to "hit" with a successful attack roll, then?
It means that through your own skill and ability you may have wounded your target if the target lacks the hit points to avoid the full brunt of the attack. That's an important thing to keep in mind; a successful "hit" does not necessarily mean you physically damaged your target. It just means that your attack was well placed and forced the target to exert themselves in such a way as to leave them vulnerable to further attacks. For example, instead of severing the target's arm, the attack merely grazes them leaving a minor cut.


But the attack did 25 points of damage! Why did it only "graze" the target?
Because the target has more than 25 hit points. Your attack forced them to exert a lot of energy to avoid the attack, but because of their combat skill, toughness, stamina and luck, they managed to avoid being seriously injured. However, because of this attack, they may not have the reserves to avoid your next attack. Perhaps you knocked them off balance or the attack left them so fatigued they lack the stamina to evade another attack. It's the DM's call on how they want to narrate the exact reason the blow didn't kill or wound the target.


Yeah, but what about "touch" attacks that rely on physical contact?
Making physical contact with a target is a lot different than striking them, so these types of attacks are the exception. If a touch attack succeeds, the attacker manages to make contact with their target.


If hit points and weapon damage don't always represent actual damage to the target, then what does it represent?
Think of the damage from an attack as more like a "threat level" rather than actual physical damage that transfers directly to the target's body. That is, the more damage an attack does, the harder it is to avoid serious injury. For example, an attack that causes 14 points of damage is more likely to wound the target than 3 points of damage (depending on how many hit points the target has left). The higher the damage, the greater the chance is that the target will become seriously injured. So, an attack that does 34 points of damage could be thought of as a "threat level of 34." If the target doesn't have the hit points to negate that threat, they become seriously injured.


Ok, but shouldn't armor reduce the amount of damage delivered from an attack?
It does reduce damage; by making it harder for an attack to cause serious injury. A successful hit against an armored target suggests that the attack may have circumvented the target's armor by striking in a vulnerable area.


What about poison and other types of non-combat damage?
Hit point loss from non-physical forms of damage represents the character spitting the poison out just in time before it takes full strength or perhaps the poison just wasn't strong enough to affect them drastically, but still weakens them. Again, it's the DMs call on how to narrate the reasons why the character avoids serious harm from the damage.


If hit points don't don't represent actual damage then how does that make sense with spells like Cure Serious Wounds and other forms of healing like healer kits with bandages?
Hit points do represent some physical damage, just not serious physical damage. Healing magic and other forms of healing still affect these minor wounds just as well as more serious wounds. For example, bandaging up minor cuts and abrasions helps the character rejuvenate and relieve the pain and/or fatigue of hit point loss. The key thing to remember is that it's an abstraction that allows the DM freedom to interpret and narrate it as they see fit.

What if my attack reduces the target to 0 or less hit points?
If a player is reduced to 0 or less hit points they are wounded. If a monster or NPC is reduce to 0 or less hit points they are killed.


Why are monsters killed immediately and not players?
Because unless the monsters are crucial to the story, it makes combat resolution much faster. It is assumed that players immediately execute a coup de grace on wounded monsters as a finishing move.


What if a character is wounded by poison or other types of non-physical damage?
If a character becomes wounded from non-combat damage they still receive the effects of being wounded, regardless if they show any physical signs of injury (i.e., internal injuries are still considered injuries).


Ok. I get it...but what happens once a character is wounded?
See below.
 


Damage and Dying


Once a character is reduced to 0 or less hit points, they start taking real damage. In other words, their reserves have run out and they can no longer avoid taking serious damage.


  1. Characters are fully operational as long as they have 1 hit point or more. They may have minor cuts, bruises, and superficial wounds, but they are are not impaired significantly. 

  2. Once they reach 0 or less hit points, they become Wounded (see below).That is, they have sustained a wound that impairs their ability to perform actions.

  3. If they reach a negative amount of hit points equal or greater than their Constitution score, they are Incapacitated. This means they are in critical condition and could possibly die.

  4. Characters will die if their hit points reach a negative amount greater than their Constitution score, plus their current level.



Unharmed: 1 hp or more
Wounded: 0 hp or less
Incapacitated: -(Constitution) to -(Constitution+Level)
Dead: Less than -(Constitution +Level)


Wounded
When the character reaches 0 or less hit points they become wounded. Wounded characters receive disadvantage on all attacks and saving throws until they heal back up to 1 hit point or more. This allows for a transitory stage between healthy and dying, without having to mess around with impairment rules while the character still has hit points left.


Incapacitated
Characters begin dying when they reach a negative amount of hit points equal to their Constitution score. At which point, they must make a DC 10 Constitution saving throw on each of their following turns (the disadvantage from being wounded does not apply for these saving throws).

If successful, the character remains dying, but their condition does not worsen.


If the saving throw fails, another DC 10 Constitution saving throw must be made. If that one fails, the character succumbs to their wounds and dies. If successful, the character stabilizes and is no longer dying.

Finally, if a dying character receives first aid or healing at any point, they immediately stabilize.


Dead
Characters will die if they reach a negative amount of hit points equal to their Constitution, plus their current level. Thus, if an 8th level character with a Constitution score of 12 is down to 4 hit points then takes 24 points of damage (reducing their hit points to -20) the attack kills them outright.

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12 months ago  ::  Jul 13, 2012 - 9:25PM #36
DoctorBadWolf
Date Joined: Aug 5, 2008
Posts: 7,030

Jul 13, 2012 -- 12:24PM, jfriant wrote:

I do think I agree with the "typical humanoids" focus request though. I'm just not a big fan of the dragonborn, goliaths, warforged, etc. They can look cool, and I enjoy seeing them, just in small doses. But I favor a lower-fantasy setting most of the time.




[note:that dragon pic is epic, and should totally be re-used. That, and that one pic of the gnome hexblade hanging on by the fomorian or cyclops' eyelid and about to stab his magical sword into the thing's eyeball. Gotta love images that give a visceral sense of the scale of these enemies, and the absurd heroism of the adventurers that fight them.]

I can totally respect this POV, but I really don't want it to be the only POV represented in the core books.

For low fantasy, I'd love Jon Hodgeson to be the go to guy.

examples Show



(this one I'd like more if it had a real background, but otherwise it's great)

this one especially. love this one.


But I also want this Show










Anyway, low fantasy images definately have a place, but I want a range from that to "dungeon punk". I just don't really dig Elmore specifically. :P I suppose I'd be ok with his art being in the books, but I'd rather someone like Hodgson covering the low fantasy, or him and a couple other people, for a mix of styles.

Jul 13, 2012 -- 2:06PM, sfdragon wrote:

What art I want, I want art that follows the appaearnce guidelines of each species.



Meaning I dont want to see a dark skinned elf thats not a drow just becuase someone wants to have one if it doesnt fit the description( Lets not go there, we all know that the wild elves and sun elves have varrying skin tones rather than the moon elves and what not, but only the drow are pitch black/ dark violet/etc).




Wait, are you saying that you are or are not ok with elves like this:

Spoiler: Show

ie, elves that have skin tone and possibly facial features reminiscent of non white RL ethnicities?

I'm guessing that you mean that the above is cool, but only drow should have the coal black/dark purple skin that they're known for, is that right?

More sex and gender equality and racial equality shouldn't even be an argument--it should simply be an assumption for any RPG that wants to stay relevant in the 21st century.



Mar 8, 2012 -- 1:58PM, Skeptical_Clown wrote:

  I could say anything in D&D is silly though, because it's a silly game and we are silly people.

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12 months ago  ::  Jul 13, 2012 - 9:33PM #37
sfdragon
Date Joined: May 8, 2004
Posts: 10,351
does it fit the description for the wild elf ,sun elf wood elf, high elf moon elf, star elf, dusk elf , lythari and avariel and an etc elf???

wild elf I think...


yeah I'm fine with it.

should it be the default elf?? to me, no.




come to think of it, I wonder what people  would think if they made the phb with no art..... or used racial group shots.

say use a male sun elf, a female moon elf, a male wood elf, afemale wild elf, a female star elf, a male dusk elf, a male high elf, a female dark elf( non drow). leave the drow to tehir own with a male and female drow. and pile the lythari and the avariel in with the half elves.

 this would be ofcourse if the dusk elves return for 5e....


yeah I think the racial group shots would do better.....   .
a mask everyone has at least two of, one they wear in public and another they wear in private.....
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12 months ago  ::  Jul 13, 2012 - 9:34PM #38
DoctorBadWolf
Date Joined: Aug 5, 2008
Posts: 7,030
Another thing I'd like to see more of is scenes, as opposed to portraits. I want both, but I definately want to see more scenes than has been common in wotc products.

some of my favorite scenes Show

also, tapestry-esque stuff would be awesome. Just sayin.


a lot of times, some kind of scene is a much better way of showcasing a character type than a portrait.

More sex and gender equality and racial equality shouldn't even be an argument--it should simply be an assumption for any RPG that wants to stay relevant in the 21st century.



Mar 8, 2012 -- 1:58PM, Skeptical_Clown wrote:

  I could say anything in D&D is silly though, because it's a silly game and we are silly people.

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12 months ago  ::  Jul 13, 2012 - 9:39PM #39
DoctorBadWolf
Date Joined: Aug 5, 2008
Posts: 7,030

Jul 13, 2012 -- 9:33PM, sfdragon wrote:

does it fit the description for the wild elf ,sun elf wood elf, high elf moon elf, star elf, dusk elf , lythari and avariel and an etc elf???

wild elf I think...


yeah I'm fine with it.

should it be the default elf?? to me, no.




come to think of it, I wonder what people  would think if they made the phb with no art..... or used racial group shots.

say use a male sun elf, a female moon elf, a male wood elf, afemale wild elf, a female star elf, a male dusk elf, a male high elf, a female dark elf( non drow). leave the drow to tehir own with a male and female drow. and pile the lythari and the avariel in with the half elves.

 this would be ofcourse if the dusk elves return for 5e....


yeah I think the racial group shots would do better.....   .





I'd much rather have pictures of characters, or even 4e style racial images, than lineups. Lineups are boring and uninspiring.

And frankly, I don't care about the history of it so much. There's no reason to not show a variety of skin tone and facial features in most humaniod races.

More sex and gender equality and racial equality shouldn't even be an argument--it should simply be an assumption for any RPG that wants to stay relevant in the 21st century.



Mar 8, 2012 -- 1:58PM, Skeptical_Clown wrote:

  I could say anything in D&D is silly though, because it's a silly game and we are silly people.

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12 months ago  ::  Jul 13, 2012 - 9:40PM #40
DoctorNecrotic
Date Joined: May 24, 2012
Posts: 1,101
Yes, more scenes!  I love backgrounds, I love atmosphere, I love ambience!  It helps create the mood, create the world!  More scenes, please!  Also, I'm really hyped up on caffiene right now, thus why I sound so excited!
Disgruntled ghost of the Knights of W.T.F.
(Keep D&D alive, end the edition wars!)

"And if you gaze for long into an abyss, the abyss gazes also into you." - Friedrich Nietzsche

Disclaimer: Most of my posts are based on opinions (and are sometimes humorous, other times inspirational)
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