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Switch to Forum Live View Calling all Fans of 4 E.!
10 months ago  ::  Aug 20, 2012 - 2:36PM #631
DoctorBadWolf
Date Joined: Aug 5, 2008
Posts: 6,752

Aug 18, 2012 -- 10:59PM, Brightmantle wrote:

I like this idea. I am a grids for battles or mapping exploration guy myself. I have all kinds of pillars, furniture, objects, firepits, pit traps, real swinging doors, and wells, and I made my grids for mapping by cutting to size synthetic flooring from my local outlets remnants, it even does well with Dry erase markers, I use a black table cloth to put them on for anawesome 3d effect. i also have 300+ painter lead as well as pewter mini's some from way back. I've got Ral parthas, and Grenedires as well as The Chaimail minis from the early 200's, I have tons of Reaper mini's and all types of monsters. I can even Mold them. There's guides for that on Dragonsfoot.org with pictures These guys there are awesome- Hi everybody- and I love that site. If you want to make a leather bound book it will teach you how. I also love to play in the theater of the mind. I want grids to be totally optional for Next but far from an after thought. I get how you 4e. players love Mini's and the grid. I do not dig the plastic chinsey (IMO) figures for your game but I know not everyone's a painter.




Easy solution for the plastic cheap minis is to look at reaper minis*. I'm cool with getting my minis from someone other than WoTC. Also, the new dungeon command minis are better quality pre-painted than what we used to see from WoTC, imo.

I'm hoping that 3d printing makes it's way into the world of minis soon, and it becomes easier to order custom minis.



*Pewter, not painted.

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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10 months ago  ::  Aug 20, 2012 - 3:29PM #632
Ogiwan
Date Joined: Jun 16, 2004
Posts: 3,120
Children.

Honestly, I thought we had gotten over the Paizo/Pathfinder hatred in this thread. I'm not a fan of them either, but it does not contribute anything to this thread other than hatred and division. 

So.

DROP IT. 

Gold is for the mistress, silver for the maid
Copper for the craftsman, cunning at his trade."
"Good!" said the Baron, sitting in his hall,
"But Iron -- Cold Iron -- is master of them all."
-Kipling

Defenders: We ARE the wall!

I've replaced the previous Edition Warring line in my sig with this one, because honestly, everybody needs to work together to make the D&D they like without trampling on somebody else's D&D.

Miss d20 Modern? Take a look at Dias Ex Machina Game's UltraModern 4e!

Aug 16, 2012 -- 1:44AM, Undrhil wrote:

I am a hero, not a chump.

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10 months ago  ::  Aug 20, 2012 - 3:46PM #633
DoctorNecrotic
Date Joined: May 24, 2012
Posts: 1,097

Aug 20, 2012 -- 3:29PM, Ogiwan wrote:

Children.

Honestly, I thought we had gotten over the Paizo/Pathfinder hatred in this thread. I'm not a fan of them either, but it does not contribute anything to this thread other than hatred and division. 

So.

DROP IT. 




I was about to dump some buckets of water on their heads to cool off their fiery anger...  But, thanks for taking care of it for me.  Now, wasn't this thread about observing positives in the 4th "iteration"?  (I only jokingly poke fun at Wizards there)

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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10 months ago  ::  Aug 20, 2012 - 4:03PM #634
Kensan_Oni
Date Joined: Oct 11, 2005
Posts: 4,560
The things that I loved about 4E before the Essentials Reboot

a) Class Balance - Now the fighter can actually contribute in combat in a meaningful way. He actually could compare himself to the Spellcasting Classes and not be left behind. The Rogue could actually do things as well. While there were some power creep inbalance sneaking in, the game did more for all levels of play than 3E had ever done.

b) Really Flexiable Class Creation - Halfling Paladin that was a reformed Thief. A Vodoo Priestess that called Zomies and Ghosts to fight for her. A melee oriented Artificer, that not only could hold her own in battle, but tank as well as the fighter. An elven Barbarian that was faster than a cheetah. All of these things accomplished at first level, before I even had to play the game. All working inside the mechanics with minor refluffing for the Vodoo Priestess. This was something that really mattered to me. 4E actually let me create the character I wanted to be, and I didn't have to jump hoops for Prestige Classes, or Kits, or take X many class levels before changing classes. I could do it all at one. Right then. Right there. That meant a lot to me as a player.

c) Really Flexible Monster Design - Kobolds till 10th level if I wanted. Actually adding Class Powers made a difference, instead of just adding more bookkeeping. If I needed a Clockwork Tiger, throw the base states down, add in a few interesting special attacks, and I have a Clockwork Tiger that breaths flaming oil. There is very little that you couldn't do in this regard. Every adventure, there was a unique villian or threat to take down, or surivive. All with less effort than 3E. (Probably more effort than 2nd edition, though). I found that remarkable.

...

There are some minor other things (I liked having a structured experience system for non-combat encounters. I liked that Treasure was in player's hands. I like formulaic Class Improvements for all classes, instead of variable improvement by class). but if I were to name the top three things I loved the most about 4E, that would be the three.
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10 months ago  ::  Aug 20, 2012 - 4:12PM #635
Brightmantle
Date Joined: May 25, 2012
Posts: 1,020
Thanks Kensan- Oni.  I see you are for the many options and start me out as a hero style of gameplay. fantastical customizable character generation that can be just multi faceted and way cool to play. I can validate that for sure. Play it your way! Express your fantasy to the fullest the way that satisfies you as a gamer.The 4e.system allows for that and encourages it as well. I got it!
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10 months ago  ::  Aug 20, 2012 - 4:16PM #636
Warrant
Date Joined: Oct 4, 2010
Posts: 1,698
Character builder was awesome. I don't mind the subscription cost if it is always up to date and I don't have to purchase add-ons and expansions while installing patches.

Also monster design...so important i started a thread on it.
"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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10 months ago  ::  Aug 20, 2012 - 4:39PM #637
Fallstorm
Date Joined: Jun 29, 2007
Posts: 715
Wowsa! 60 something pages this thread is monsta!  To be bried what I like about 4E (and for the record I started playing DnD with the release of 2E and 4E is my favorite version of the game).  So without ado:

1) Class Roles:  For too long it took basically a suspension of disbelieve for the DM not to have monsters ignore more physically viable characters and attack more physically squishy characters like Wizards and Rogues and then focus fire on the stronger characters.  4E was the first DnD system to acknowledge this failure and instill mechanics as regards certain roles therefore things like a fighter's combat superiority and a paladin's divine sanction etc gave an in-game incentive and mechanic for the party monsters to target the tanks (defenders) and punish them to some degree if they did not.

2) Class Balance:  The only edition to really do this.

3) Healing I love the fact that in 4E clerics were not heal bots but instead their attacks fulfilled their role as being healers and their more substantive healing did not take their full action to perform so a cleric could do other things besides heal.

4) Mobile, dynamic combats.   I love the fact that in 4E combats are not static.  The battlefield is constantly changing as players and monsters are slid, pushed, pulled, etc around the board.  It makes the game tactically interesting even more so when condition modifiers are thrown into the mix.

5) Resource Mgmt: 4E pretty much corrected the problem of the one fight workday.

6) less randomization in general.  You didn't have to roll for HP and be faced with getting a crappy roll for HP as the fighter, the same with ability scores.

7) The removal of Vancian Casting and the A/E/D/U system.  To me I don't see what is so great about being able to make basic attacks that people in Essentials and such love.  An at-will power is a basic attack with benefits so why would I want a basic attack without benefits?

These are just a few of the things I like about 4E.  So far I am not sold on DnD Next because honestly I don't see enough 4E in it and supposedly the 4E mechancis would be a modular option but so far I haven't seen it.  In my 20 something years of gaming I can say this is the first time I am not too excited about a new edition.  If I wanted to play DnD 3.5 or Pathfinder or 2E I would do so, and unfortunately that seems (from what I have seen) to be the core of DnD Next.  I am not giving up on the system and I greatly respect all the designers involved and for sure I will pick up DnD Next when it is released, but in the two gaming groups I am involved in our decision is pretty much in consensus that we aren't sold on it DnD Next so far.

It's kind of funny and weird and it's like I'm a grognard for not wanting to go backwards which is something usually assocatiated with Grognardism!  Still, it's all good I guess and I hope DnD succeeds even if myself and a lot of other 4E fans get left behind....I guess we will play 13th Age or just stick with 4E unless Next really surprises me which I'm hoping for).

Fallstorm
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10 months ago  ::  Aug 20, 2012 - 4:48PM #638
Warrant
Date Joined: Oct 4, 2010
Posts: 1,698
I am excited about 13th age as well. It moves to a gridless freeform combat system which is really awesome IMO!

Also the ability to have skills based upon what your background is makes a lot of sense too.

Over-all, 13th age seems more a nod to old-school with some modern design elements than D&D Next.
"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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10 months ago  ::  Aug 20, 2012 - 4:57PM #639
Istaran
Date Joined: Sep 21, 2006
Posts: 3,153

Aug 20, 2012 -- 12:35PM, AbdulAlhazred wrote:


In some theoretical sense it would be nice if DDN could be 'complete in a few tomes' but its hard to see how that can really be... I mean 4e is complete in 3 core books, you can play it and it covers as much ground as the 1e core books did when released (plus some). Clearly 'complete' nowadays covers a LOT of ground, so I don't see any way that the game can possibly manage it in a couple books, especially since it is going to have to be effectively around 3 different games in one if people are going to get something close to what they all want...




HERO system gives an example of how an RPG can be complete in a few tomes:
The entire game system is included in one large volume for most editions, two volumes in the latest edition. (They split character generation into a seperate book from everything else, though char gen has a lot of power explainations that you might need to look up at table until you've memorized how all your stuff works.)
All of the other books in the system (and there are actually kind of a lot) are full of example builds, mostly for use as NPCs. Though since PCs and NPCs use the same rules, you could also use them as examples/starting points. For example, if you want a vampire NPC (or PC) you could look up a vampire in one of the books, and use it either as is or as a starting point.

The requirement to do this with enough flexibility to appeal to a modern RPG audience is that you make everything into a billion 'legos' and let players assemble them, probably with enough flexibility that DM oversight is a requirement. HERO uses a generic character point system, though it's possible to silo things a little more than that.

I really don't think that's quite what the D&D audience wants though. When Players' Supplement XIII comes out, we want it to have brand new options in there that we didn't have before, rather than new combinations of the existing options that we maybe hadn't thought about. 

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10 months ago  ::  Aug 20, 2012 - 5:06PM #640
Istaran
Date Joined: Sep 21, 2006
Posts: 3,153

Aug 20, 2012 -- 10:46AM, Garthanos wrote:

Aug 19, 2012 -- 7:25PM, PapaMidnight wrote:


- risiduum.  Meaningful treasure that doesn't fill a wagon-train of carts. 



heh I actually dislike residuum.. prefer more flavorfull components.. and allow them to be gathered with appropriate use of skills and time.. if the situation is urgent it becomes a skill challenge maybe (as not all the characters even know how to gather properly)




I think residuum had a place, namely as the result you get from disenchanting. (And I guess the new rust monster?) But it should have had a note in the PHB making it either more expensive to buy than equivalent specific components or just not generally available on the market. Basically there should be a mechanical reason why you would buy the other component types, rather than just stocking up on residuum.

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