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7 months ago ::
Oct 29, 2012 - 2:50PM
#1
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Date Joined:
May 22, 2003
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Download and enjoy before Sandy ruins your fun!
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7 months ago ::
Oct 29, 2012 - 2:59PM
#2
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No pre-gens, just character creation from level 1-10.
Isle of Dread as the adventure, for levels 1-7.
Many new monsters, including dragons! Although accuracy has not changed.
Before posting, ask yourself WWWS: What Would Wrecan Say? Spoiler:
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My Webcomic

Updated Tuesday and Thursday
Read my blog on the WotC Community Site (updated irregularly to avoid spamming the "Featured Blogger" list).
You can follow me on Twitter: "@DnDJester"
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7 months ago ::
Oct 29, 2012 - 3:02PM
#3
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Date Joined:
May 22, 2003
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Maneuvers is new and cool.
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7 months ago ::
Oct 29, 2012 - 3:04PM
#4
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Fly spell, interesting. It prevents the “dropping fireballs on em’ cuz sucks to be you” tactic, but it’s not stopping people from carrying their whole party over walls and... Wait, new spell slot number kind of does though! Ohhhhh, this is interesting. I’m not flipping out like I very well could have, but this is still very tied down compared to 3.5.
Opinions on Fly? I'm going to have to play to see how I feel.
Edit: Oh wait, I didn’t read what concentration means. Ok, maybe they can still chuck some small fire balls.
What I think the Wilder Design Goals should be. Psionic Homebrew Mk2! Changed core, Focus Points, Psionic Potentials, stuff! Very basic core stuff. :P Homebrew Psionics blog posts archive: Spoiler:
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UPDATED Dec/18/2012: BAMN! Random update with a modest amount of hard rules for Animal Affinity, Telepathy, and Telekinesis. ADDED: Discipline Burn and more "soft" ideas. Dec/13/2012: Small Psionics Homebrew Update, now that I'm done with Finals.
Really old. Nov/02/2012: I'm working on a homebrew Wilder, and so a homebrew Psionics system. Here's a 3 part post with info on where I am in the design process. Part 1, Hard rules/example soulknife discipline: Link. Part 2, Basic ideas/goals on basic numbers and classes: Link. Part 3, Direction/ideas I want to take with specific disciplines: Link.:3
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7 months ago ::
Oct 29, 2012 - 3:06PM
#5
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Date Joined:
May 22, 2003
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Fly spell, interesting. It prevents the “dropping fireballs on em’ cuz sucks to be you” tactic, but it’s not stopping people from carrying their whole party over walls and... Wait, new spell slot number kind of does though! Ohhhhh, this is interesting. I’m not flipping out like I very well could have, but this is still very tied down compared to 3.5.
Opinions on Fly? I'm going to have to play to see how I feel.
It's wonderfully limited. And you would have to blow a whole bunch of slots to get your whole party in the air. -- I like it. 
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7 months ago ::
Oct 29, 2012 - 3:07PM
#6
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Anyone else glad to see thug axed? I know I am  And burning hands is now a 0 level spells? Sweeet!
My two copper.
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7 months ago ::
Oct 29, 2012 - 3:09PM
#7
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Date Joined:
May 22, 2003
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Anyone else loving the presentation of Maneuvers as the 'martial spell list'? LOVE IT!
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7 months ago ::
Oct 29, 2012 - 3:09PM
#8
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Date Joined:
May 18, 2002
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160 xp for level 2 huh?
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7 months ago ::
Oct 29, 2012 - 3:11PM
#9
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I'm also loving the random side mechanics they are stuffing into spells. Like the wind rules with cloudkill, and how it it's heavier than air so it sinks. I love stuff like that.
My two copper.
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7 months ago ::
Oct 29, 2012 - 3:12PM
#10
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Date Joined:
Apr 15, 2001
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Anyone else glad to see thug axed? I know I am 
And burning hands is now a 0 level spells? Sweeet!
Yup thug was the no brainer best option.
Reducing a character to a list of dice rolls and modifiers is not role playing*
*pg 30, AD&D 2nd Ed DMG, 1989.
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