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Switch to Forum Live View Wandering Monsters: Elementary
6 months ago  ::  Dec 11, 2012 - 9:27PM #31
hatta
Date Joined: Aug 23, 2007
Posts: 1,512

Dec 11, 2012 -- 5:59PM, Alter_Boy wrote:

Thoughts:

- No one right cosmology. As long as the DMG writes this down clearly and future product reflects non one true cosmology, I am okay with that. Acknowledge Planescape, without acknowledging it as the "true" cosmology.    

- Elementals: Sounds good. Hopefully, this open cosmology means we can get stuff like paralementals.

- Genies: 4ed did much the same as what's shown here, but didn't stamp alignments on the genies. It feels like too much emphasis is being placed on "the genies who has opposing alignments hate each other." Forget for a second what alignment they have, then create interesting stories for them. 

- Janns and Genasi: Huh. So, the 5ed Janns will be like the 4ed Genasi, and the 5ed Genasi will be Genie Juniors. It's different from what I'm used to, but it does give me both a "Genieborn" and an "Elementalborn", so that's good. 



Jann and genasi are only reverting to their old selves, which I like. 

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6 months ago  ::  Dec 11, 2012 - 11:24PM #32
gothikaiju
Date Joined: Apr 28, 2009
Posts: 547
As a minor thing, I really like that Earth Elementals aren't actually Acid Elememtals (so far). I much prefer them meleeing, throwing rocks, burrowing and causing tremors-- rather than shooting "beams" (or whatever) of acid.
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6 months ago  ::  Dec 12, 2012 - 2:30AM #33
Luis_Carlos
Date Joined: Jun 15, 2006
Posts: 2,441
* I would like elemental demiplanes could be visited by low level characters.

* Madrids or water genies aren´t interesting for me but they are sea traders who doesn´t fear pirates. If madrids can´t be like Sinbad the sailor with magic superpowers I don´t want them. 

* I imagine genies with a relation love-hate, rivalry and antagonism with lord fays (+ fiends, giants and dragons). In the past daos and efretees tried conquer the faywild and fighted fair folk. Later giants, fays and some genies discovered some hollow worlds, demiplanes and they tried colonize them (or expel the colonists of other factions).  

And don´t forget planar dragons, other "pain in the neck" (or valluable allies).

* The good monsters should be like PCs controlled by the DM. They can´t be only nPJs and hook of adventures, but interesting antagonists, with a background like potential PCs. One of good thinks by the rpg World of Darkness was the factions. 

* I know genies are elemental outsiders, but we shouldn´t forget a possible link with fays, for example like ancient enemies in the past. 

* Could orisha (spirit or deity from real world Yoruba religion) be the name of a D&D creature? (would it be politically incorrect?). I imagine possible D&D orishas like "cousins" of genies.
"Say me what you're showing off for, and I'll say you what you lack!" (Spanish saying)


Book 13 Anaclet 23

Confucius said: "The Superior Man is in harmony but does not follow the crowd. The inferior man follows the crowd, but is not in harmony"
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6 months ago  ::  Dec 12, 2012 - 6:03AM #34
zoboso
Date Joined: Feb 28, 2012
Posts: 52
was looking at the archon poll at the bottom of the page and noticed that 86% of voters wanted to keep the 4e archons in some form yet there is no mention of them, maybe there is planning for including archons as a playable race and that they did not want to give anything away.
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6 months ago  ::  Dec 12, 2012 - 6:29AM #35
wrecan
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More likely, this article was written before the poll results came i, so he left the archons out until he had the results of the polls and spent some time figuring out how to accommodate them,.
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6 months ago  ::  Dec 12, 2012 - 12:19PM #36
cassi_brazuca
Date Joined: May 24, 2012
Posts: 658
I hope that they don't leave pre-4th eladrin. While I like the 4th fey eladrin, I think that James Wyatt proposal for eladrin was not so good as the proposal for archons and devas, and that could have be the reason to this results.
About magic and Classes: Spoiler: Show

I do not have played Vancian extensively but I know lots of magic systems that don't have at-will magic and they do it fine.
I think that the LoF needs to get nerfed. But I think that the entire Cleric class needs a rework for balance purposes, especially the Arcanist deity.
The more I think about the Cleric class, the more I think that it needs a rework. They have many spells and good Hit dice and armor and weapons and Expertise. They have too many uses of Channel Divinity, without talking about broken things like some Channel Divinity options, the Arcanist deity and Battlefield Concentration.
Right now, I think that Clerics should be nerfed. And Wizards now are underpowered, so they need a buff.
Also I suggested a module/dial that removes at-will magic and still maintains balance. Some people would like that. Right now I think that every damage dealer cantrip should be nerfed. Their big thing is not the at-wills, they shouldn't rely on them too much. The at-will cantrips should not overshadow their others spells.
Personally, if I would make the magic system of D&D, I would make classic Vancian the standard for most classes (including Wizard and Cleric) and then the expected modules.
If some class existed in one edition in the PHB their concept should be playable. If some class existed in one edition in the PHB as a own class, then it's a strong candidate to appear as a own class.
I personally don't like folding classes into another ones. Basically when two or more classes are similar, you can do three things: Leave as it is, Fold then into one class, or Differentiate them. Of Course, this have very much to do with preferences. I would prefer a game with lots of flavorful and unique classes than few bland classes with no identity.
There is one advantage in class design that it’s not mentioned very often. The short version is: being a Wizard actually means something.
I will try to explain this.
A class is formed by several parts: It has the mechanics, which is obvious. But it also has fluff, flavor, description and legacy. Basically there are the stories about characters of that class, the class’s identity and all of such. To better represent my opinion, I shall bring to the discussion another commercial franchise: Final Fantasy.
In many FFs there exists the Job system, which is really just a class system. Many times the Final Fantasy’s games uses a system different from that, but usually it’s a system unique to the game, and even so references to the Job system exist, so the Job system wins as most common system used by FF. Thing is, many people recognize FF Jobs, from classical Jobs such as Black Mage, White Mage, Warrior, Ninja, Paladin, Dragoon to less iconic Jobs such as, I don’t know, Jobs that only appeared in one to three games. Thing is, with considered time, these Jobs have all sort of Fluff and Legacy with then. Many characters not only use one Job, but also marked the series. When people talk about the Black Mage, for instance, not only they will remember the concept itself, but they will also remember all the appearances made in Job based games (which, in that specific case, are many) and also many characters like Palom from FFIV or Vivi from FFIX or Lulu from FFX. Things is, these Jobs marked the series and being one of them actually has meaning, because this Jobs have strong identities attached to them.
The problem with classless systems is that, they are classless. What is a Wizard in a classless system? This really matter? In a classless system, is there some meaning in being a Wizard? The problem with classless systems is that these identities are kinda of lost, because being a Wizard is not so important, because being a Wizard does not have any mechanical marks and basically in a classless system, there is no Wizard by default, this doesn’t have meaning in a practical way. With class bases D&D, however, that is different. Being a Wizard in D&D has meaning, an when people talk about Wizards in D&D they will not only remember the current version of the Wizard, they will also remember all versions of the Wizard, and all characters and NPCs that are Wizards, and now, they will also remember the mechanical difference and the flavor, identity difference between the Wizard and the other spellcasting classes.
This is something really hard to put in words, there is my best shot.

I don't think that Essentials was a smart move, but, in my opinion, one thing that Essentials and post-Essentials 4e do good are character concepts.
I don't like the idea of folding classes into another class in the first place. Yes, I don't like the idea of folding the Warlord into the Fighter.
Right now, I would make Vancian the standard magic system for most classes in D&D (including Wizard and Cleric). What people complained is the fact that the Wizard was Vancian-Only. If it was Vancian-Default, that would be different.

I had some thought on one spellcasting system.
Spoiler: Show

It is basically composed of three parts:
1.    The Standard System:
The standard system would be classic Vancian.
Wizard: classic Vancian, have to learn spells first, and then prepare them. All the 9 spells levels.
Cleric: It would be Vancian, but with some differences, The Cleric would carry on the tradition of choosing spells directly from the class’s spell list, but it would have some old school disadvantages to compensate, such as 7 spell-levels for Clerics and Druids (and even less for Paladins and Rangers), and most divine’s spells would be about healing and support (the Druid and the Ranger can have more offensive spells), and, in general, they would have less spells, perhaps even having divine spells (Cleric, Druid, Paladin and Ranger) be worse than arcane spells, as I’ve told that it was like this in pre-3rd Edition.
2.    The Flagships
The Flagships are classes that represent one alternative magic system in the standard system. They, by default, are not Vancian, they use another system (with the possibility of using Vancian or other systems).
Sorcerer: This Sorcerer would be a little different than the other casters. They would have the same spell list as the Wizard (a la 3.X) and they will use, by default, flexible spell-slots spellcasting (the current system. Very like 3.X Sorcerer, but with class benefits that make then different, a la 4th Edition.
With regards to other classes, I would make Bards Vancian, but the Warlock is also a good candidate to some different spellcasting mechanics. Possibly the Witch (4e post-Essentials subclass) somewhere?
3.    Modular Magic Systems
And there would be a module that changes the way that the spellcasting works. This would be a module that has guidelines about altering the default spellcasting mechanics. The guidelines would consist of how the quantity of spells cast can be ported over, and from which spells they prepare, etc...
Let’s give a proper example: The Wizard would be classic Vancian. Thing is, for alternative casting systems, the Wizard would have guidelines that would be something on these lines:
“They always prepare spells from the list of know spells. In alternative spellcasting modules, he can prepare a number of spells equal to 1+ Wizard’s level, and the number of spells slots or equivalent is equal to the number of spells per level per day.”
This is not something that will have problems of text space. All that you need is some short guidelines about which spells they can chose to cast and how much spells they cast. The rest of these mechanics would be stated only once, in the module of alternative magic system.
The good points:
•    Not only every Vancian class would have an option to be non-Vancian, but also the non-Vancian classes would have the options to be Vancian. Why some classes in default would be Vancian while others not? Add some variety for the new players and players of things like RPGA and Encounter. That and many of the editions of D&D had it like that.
•    It manages to both being classic with classic Vancian and satisfy the non-Vancian fans with flagships and modules.
The bad points:
•    Using alternative magic systems do not raise your raw power but make casters more flexible. The classes that are already flexible (such as Sorcerer) would need some more flexibility to keep up. No idea how to handle martial characters, although.


We should get rid of at-will cantrips. Spoiler: Show


Okay, now that you’ve got the first panic reaction, let me explain it. Yes, many people like at-will cantrips and they are popular. They have everything that it takes to be popular. However, I think we should remove them from the game, at least as an assumption to all caster classes.

First: At-will cantrips blur up the distinction between casters and martial characters, and makes being a gish useless.

Basically in non at-will cantrips systems there is an advantage in martial characters: the fact that they have abilities that they can always use. But if we give every caster at-will cantrips this blurs up the difference between classes, take out a huge advantage of martial classes. There is also the gish issue. Basically in non at-will cantrips systems, there is a huge advantage of being a gish over being a full caster. The advantage of have some reliable action when out of spells. At-will cantrips weakens that advantage. Just for you to have some idea I was talking previously about the possibility of the Wizard being weaker than the Cleric (some time ago), and when I quoted the fact that the Cleric is a gish, people talked that this is not important, that it doesn’t have such impact because it will use its at-will cantrips. Being a gish should matter. Of course when being a gish actually matters, we can rebalance the classes but it should matter.

Second: At-will cantrips go into the opposite direction of trying to balance casters.

Really when we are trying to balance classic or neo Vancian casters, why give to all of them at-will cantrips? Why we cannot use the absence of at-will cantrips to provide a drawback to balance casters?

Third: At-will cantrips weaken the challenge of resource management.

Really when you always have magic a great part of the challenge goes away. The possibility in being out of magic is not a bug, it is a feature It is part of the system, and this challenge don’t have to go away because it is fun. The challenge of running out of magic is part of the system, and fun.

Fourth: At-will cantrips do not fit properly under every system.

Really is not that I don’t like at-will magic, but I don’t think we should bake in every spellcasting system. In 4e it worked because it was part of AEDU, but now, they don’t feel part of anything. They seem to be an arbitrary addition to the game. The 3.5 Warlock was special because it was a class with at-will magic in a game where it doesn’t exist, otherwise, at-will magic. We can have at-will cantrips but it should be done it right, and not being a default assumption for every caster class. I’m worried if they are going to launch a mana spell-point based magic system for spellcasters. This system should not have at-will, no mana cost magic as default for every caster class, because running out of mana is part of the mana system. In Final Fantasy they even have no MP cost magic, but they do it right, and when they use no MP cost magic, it is special because it is in a game that is otherwise MP based.
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6 months ago  ::  Dec 12, 2012 - 1:39PM #37
hatta
Date Joined: Aug 23, 2007
Posts: 1,512

Dec 12, 2012 -- 12:19PM, cassi_brazuca wrote:

I hope that they don't leave pre-4th eladrin. While I like the 4th fey eladrin, I think that James Wyatt proposal for eladrin was not so good as the proposal for archons and devas, and that could have be the reason to this results.



Yeah, I really like the old-school version of eladrin better and hope they don't taken behind the shed and shot.

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6 months ago  ::  Dec 12, 2012 - 7:44PM #38
DoctorNecrotic
Date Joined: May 24, 2012
Posts: 1,097

Dec 12, 2012 -- 1:39PM, hatta wrote:

Dec 12, 2012 -- 12:19PM, cassi_brazuca wrote:

I hope that they don't leave pre-4th eladrin. While I like the 4th fey eladrin, I think that James Wyatt proposal for eladrin was not so good as the proposal for archons and devas, and that could have be the reason to this results.



Yeah, I really like the old-school version of eladrin better and hope they don't taken behind the shed and shot.




Maybe they'll come back in a Planescape book if worst comes to worst.  All I know is the 4th-era fey eladrin will be shot on sight if pre-4th eladrin are given the boot...

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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6 months ago  ::  Dec 12, 2012 - 7:55PM #39
Eisenritter
Date Joined: Oct 16, 2009
Posts: 1,024

Dec 12, 2012 -- 7:44PM, DoctorNecrotic wrote:

Dec 12, 2012 -- 1:39PM, hatta wrote:

Dec 12, 2012 -- 12:19PM, cassi_brazuca wrote:

I hope that they don't leave pre-4th eladrin. While I like the 4th fey eladrin, I think that James Wyatt proposal for eladrin was not so good as the proposal for archons and devas, and that could have be the reason to this results.



Yeah, I really like the old-school version of eladrin better and hope they don't taken behind the shed and shot.




Maybe they'll come back in a Planescape book if worst comes to worst.  All I know is the 4th-era fey eladrin will be shot on sight if pre-4th eladrin are given the boot...




+1.

Also, "human-plus" genasi for win. Cool 

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6 months ago  ::  Dec 12, 2012 - 8:19PM #40
Alter_Boy
Date Joined: Oct 17, 2007
Posts: 3,837

Dec 12, 2012 -- 1:39PM, hatta wrote:

Dec 12, 2012 -- 12:19PM, cassi_brazuca wrote:

I hope that they don't leave pre-4th eladrin. While I like the 4th fey eladrin, I think that James Wyatt proposal for eladrin was not so good as the proposal for archons and devas, and that could have be the reason to this results.



Yeah, I really like the old-school version of eladrin better and hope they don't taken behind the shed and shot.




These are Great Wheel Eladrin. 




These are World Axis Eladrin.



Am I the only one who doesn't see much of a difference?
   


  

'I have had players complain about having extra rares in a pack. I’ve had players complain about getting free things. I have had players complain because they liked something “too much”.' - Mark Rosewater's Twitter, May 7th, 2013
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