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7 months ago ::
Nov 14, 2012 - 10:49AM
#341
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Date Joined:
Oct 27, 2012
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it seems unwise to design game mechanics were it is not possible to use dead magic zones
How could you possibly "design game mechanics where it is not possible to use dead magic zones"? Seriously, how?
Even if the books make no mention of dead magic zones, what stops you from using them?
Even if the books say that dead magic zones don't exist, never existed in the past, and will never exist in the future, what stops you from using them?
well, it depends upon how many abilities from different classes there are defined as having a magical nature. It might make it unpractical / difficult to use if it prevents to many abilities from to many different classes
So what you are saying is that you like to use Dead Magic, but not if it shuts down "too many different classes".
How many is "too many"?
Which classes should get shut down, and which should be able to function normally?
What is stopping you from using Dead Magic the way you want to use it? Do your players like the way you use it?
well, i never had a situation were i had players entering a dead magic field. The only time I have used it was 1) Lore description of Tantras 2) Using sand from a deadmagic area as an alchemical component
but i kind of need to know, how many classes / abilities there will be affected Simultaneously do i want for psionics to still be able to be used (at least for a certain time) in dead magic areas since it would validate some of the old FR lore (a drow house using psionics in Menzoberranzan at a time when other magic failed, certain stories about psionic imprisoned monsters trying to escape magical containment etc)
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7 months ago ::
Nov 14, 2012 - 10:58AM
#342
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Date Joined:
Apr 16, 2009
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I think the role playing community can't be divided at all.
Gee, for a community that can't be divided at all, we sure have a lot of and 
Plus the occasional 
And no, I don't have to substantiate my arguments either. On the WARLORD topic though: the hangout mentioned a guy falling off the turnip truck and declaring "I'm a warlord." Humorous point, but also applies to cleric and wizard. The guy falling off the turnip cart doesn't have any class levels yet. He might have a background, but he's not adventurer material. I think once you have your class, it represents some level of accomplishment in that area. SOME level, yes. The question is, what level? The ten-year-old who is always one of the leaders among the kids at play - the one who organizes their childish projects, and tells the six-year-old girl who has learned Create Water from her mommy just when and where to use that spell to help the project along, and is usually on the winning side in group "battles" although not so hot in one-on-one "battles" - is Warlord material.
"The world does not work the way you have been taught it does. We are not real as such; we exist within The Story. Unfortunately for you, you have inherited a condition from your mother known as Primary Protagonist Syndrome, which means The Story is interested in you. It will find you, and if you are not ready for the narrative strands it will throw at you..." - from Footloose
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7 months ago ::
Nov 14, 2012 - 10:59AM
#343
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When a party is in anti-magic zone people who use magic suffer. When it is a place that doesn't allow people to be armed weapon users suffer. These situations have a intended purpose to create imbalance. I can easily see this being in a section on creating hazards for your players in the DMG. Balance needs to be considered in the PHB and the rules compendium. The DMG should continue to include guidelines on how to upset that balance in the pursuit of crafting memorable situations. I just needs to be clear that when you do these things that you are disrupting the balance of the game and what the impact of doing it too often or not ever could have on your game. IMO, I think are relevant to 5e, but not so relevant to each other.
Back on topic. I think there needs to be more discussion on how the warlord leadership presents itself off the battle field. I think its been beaten to death that they should grant actions in combat.
Love 4e? Concerned about its future? join the Old Guard of 4th EditionReality Refracted: Social ContractsD & D: A Documentary Kickstarter ( http://kck.st/SyKNzf)  Dreaming the Impossible Dream
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Imagine a world where the first-time D&D player rolls stats, picks a race, picks a class, picks an alignment, and buys gear to create a character. Imagine if an experienced player, maybe the person helping our theoretical player learn the ropes, could also make a character by rolling ability scores and picking a race, class, feat, skills, class features, spells or powers, and so on. Those two players used different paths to build characters, but the system design allows them to play at the same table. -Mearl
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7 months ago ::
Nov 14, 2012 - 11:13AM
#344
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I dunno - what's your relationship with your C.O. off-duty?
Decent starting point?
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7 months ago ::
Nov 14, 2012 - 11:24AM
#345
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I dunno - what's your relationship with your C.O. off-duty? Decent starting point?
I would changed that to what relationships would a C.O. have with people when he/she is off-duty.
Love 4e? Concerned about its future? join the Old Guard of 4th EditionReality Refracted: Social ContractsD & D: A Documentary Kickstarter ( http://kck.st/SyKNzf)  Dreaming the Impossible Dream
Show
Imagine a world where the first-time D&D player rolls stats, picks a race, picks a class, picks an alignment, and buys gear to create a character. Imagine if an experienced player, maybe the person helping our theoretical player learn the ropes, could also make a character by rolling ability scores and picking a race, class, feat, skills, class features, spells or powers, and so on. Those two players used different paths to build characters, but the system design allows them to play at the same table. -Mearl
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7 months ago ::
Nov 14, 2012 - 11:34AM
#346
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- Forum Guide
- Hero Craftsman Gold Medalist
- Master Dungeon Master
Date Joined:
Jun 23, 2005
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Back on topic. I think there needs to be more discussion on how the warlord leadership presents itself off the battle field. I think its been beaten to death that they should grant actions in combat.
A lot of that depends on how noncombat proficiencies can be demonstrated. A warlord should be someone who is a specialist in group dynamics.
In social situations, he's the guy who can size up a room, spot the power players, and spot the folks who are most likely to be disloyal or to betray secrets.
The bard can bed a woman and discover things through pillow talk. The warlord points out the woman whose pillow talk is worth hearing.
In exploration, he's the guy who can size up his own party, figure out who will need the most help accomplishing the task and will organize the group so as to best accomplish it.
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7 months ago ::
Nov 14, 2012 - 11:45AM
#347
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Date Joined:
Sep 26, 2001
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Trophy to Ed for actually discussing Warlord in the Warlord forum! Also astute point on being granted bonus actions. I second that and add that people also like collaborative actions (Iron Dragon Charge was very popular at my table).
Yes. The warlord should be coordinating his allies. Sure, any 'party leader' (or pushy player) can do that in the game or meta-game sense, but the warlord should have actual mechanics to back it up and actually give his allies a benefit for going along with the 'plan.'
On the WARLORD topic though: the hangout mentioned a guy falling off the turnip truck and declaring "I'm a warlord."
Humorous point, but also applies to cleric and wizard. The guy falling off the turnip cart doesn't have any class levels yet. He might have a background, but he's not adventurer material. It applies to everyone except the Thief, and even he doesn't say "I'm a thief!"
He says "I didn't steal this turnip, it fell off a cart!"
Frankly, the whole thing is completely bogus. The point that class names do not necessarily get used "in the fiction" has been made innumerable times throughout the game's history. The only charitable thing that could be assumed about the comment is that it was meant as some kind of joke.
Love 4e? Concerned about its future? Join the Old Guard of 4e"You want The Tooth? You can't handle The Tooth!" - Dahlver-Nar. "If magic is unrestrained in the campaign, D&D quickly degenerates into a weird wizard show where players get bored quickly" - E. Gary Gygax
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7 months ago ::
Nov 14, 2012 - 11:49AM
#348
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It was a joke but it was used to point out that a "green" adventurer is hardly a seasoned warlord.
I just don't think the point sticks as well as they think it does.
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7 months ago ::
Nov 14, 2012 - 11:54AM
#349
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Date Joined:
Sep 26, 2001
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When a party is in anti-magic zone people who use magic suffer. When it is a place that doesn't allow people to be armed weapon users suffer. These situations have a intended purpose to create imbalance. I can easily see this being in a section on creating hazards for your players in the DMG. Balance needs to be considered in the PHB and the rules compendium. The DMG should continue to include guidelines on how to upset that balance in the pursuit of crafting memorable situations. I just needs to be clear that when you do these things that you are disrupting the balance of the game and what the impact of doing it too often or not ever could have on your game. IMO, I think are relevant to 5e, but not so relevant to each other.
Good insight.
Back on topic. I think there needs to be more discussion on how the warlord leadership presents itself off the battle field. I think its been beaten to death that they should grant actions in combat. Leadership manifests in all walks of life. In a project team or at a business meeting, there'll be a leader, whether it's a formal position, or just the fellow everyone looks to instinctively. There are people who command respect or attention simply by entering a room. There are social conventions, matters of place and precedence, that give one participant the 'initiative' in an interaction. There are strategists and coaches who can help you make a good impression or hammer home a point in a debate. Clearly there's plenty of room for the warlord's brand of contribution outside of combat. How to actually model it mechanically is a more difficult question, especially having no idea what the playtest warlord (if we ever get him) might look like.
The easiest and most obvious (and dissapointing & inadequate) assumption would be that the warlord just gets put in the "martial ghetto" and has nothing going for him but a dice pool that keeps him worthwhile in damage-dealing somehow (as with the rogue, probably some way that's a lot less consistent than the Fighter's) and some 'maneuvers' that eat it up. It'd be pretty easy to have 'Maneuvers' that add to skill checks - the mechanic would probably be one of those that adds the single highest result of the dice you roll to an ally's check.
Love 4e? Concerned about its future? Join the Old Guard of 4e"You want The Tooth? You can't handle The Tooth!" - Dahlver-Nar. "If magic is unrestrained in the campaign, D&D quickly degenerates into a weird wizard show where players get bored quickly" - E. Gary Gygax
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7 months ago ::
Nov 14, 2012 - 11:57AM
#350
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It was a joke but it was used to point out that a "green" adventurer is hardly a seasoned warlord. I just don't think the point sticks as well as they think it does.
Its possible he was being a douche just to direct the conversation. I seriously doubt that it was a serious question statement, since monks can't possibly fall off a cart unless another monk kicked him off after revenge training for 3 years.
Love 4e? Concerned about its future? join the Old Guard of 4th EditionReality Refracted: Social ContractsD & D: A Documentary Kickstarter ( http://kck.st/SyKNzf)  Dreaming the Impossible Dream
Show
Imagine a world where the first-time D&D player rolls stats, picks a race, picks a class, picks an alignment, and buys gear to create a character. Imagine if an experienced player, maybe the person helping our theoretical player learn the ropes, could also make a character by rolling ability scores and picking a race, class, feat, skills, class features, spells or powers, and so on. Those two players used different paths to build characters, but the system design allows them to play at the same table. -Mearl
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