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Switch to Forum Live View What 2nd Ed Got Right
5 months ago  ::  Jan 05, 2013 - 3:10PM #11
LolaBonne
Date Joined: Aug 15, 2011
Posts: 967
Inherent bonuses are not confusing in the slightest.

At level 2, you get a +1 enhancement bonus to attack, and +1d6 critical dice.  Every 5 levels, these numbers go up by 1.
At level 4, you get a +1 enhancement bonus to all defenses. Every 5 levels, this number goes up by 1.
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5 months ago  ::  Jan 05, 2013 - 3:16PM #12
Zardnaar
Date Joined: Apr 15, 2001
Posts: 8,390
I odn't see why you coldn't just ditch inherent boniese completely in 4th ed as long as the DM scaled the encounters to acount for your PCs not haivng +3 or whatever to hit. In 2nd ed if all the 8th level PCs have +3 swords they may get tougher enounters or monsters to compensate. A level 10 Paladin may have a holy avenger.

 No big deal. DM fiat may be coming a lost skill after 12 years of d20 mechanics.
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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5 months ago  ::  Jan 05, 2013 - 3:18PM #13
LolaBonne
Date Joined: Aug 15, 2011
Posts: 967
Simplicity.  Each player only has to adjust a single character, while the DM will have to adjust every single monster he uses.

And let us hope DM fiat is a thing of the past, as Fiat means "an arbitrary decree".  And as arbitrary means "
capricious; unreasonable; unsupported", this cannot be considered a good thing.
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5 months ago  ::  Jan 05, 2013 - 3:20PM #14
ninjazombie42
Date Joined: Dec 10, 2010
Posts: 271

Jan 5, 2013 -- 3:10PM, LolaBonne wrote:

Inherent bonuses are not confusing in the slightest.

At level 2, you get a +1 enhancement bonus to attack, and +1d6 critical dice.  Every 5 levels, these numbers go up by 1.
At level 4, you get a +1 enhancement bonus to all defenses. Every 5 levels, this number goes up by 1.




So you could just have one weapon or armor that get better too?... But my main point is that I don`t agree with magic items beeing part of leveling, it feels wrong from a narrative sense and a game world logic perspective, even more so if you want a more or less sand box feel to it. I get why they did it, I just don`t agree with it!

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5 months ago  ::  Jan 05, 2013 - 3:20PM #15
LolaBonne
Date Joined: Aug 15, 2011
Posts: 967

Jan 5, 2013 -- 3:20PM, ninjazombie42 wrote:

Jan 5, 2013 -- 3:10PM, LolaBonne wrote:

Inherent bonuses are not confusing in the slightest.

At level 2, you get a +1 enhancement bonus to attack, and +1d6 critical dice.  Every 5 levels, these numbers go up by 1.
At level 4, you get a +1 enhancement bonus to all defenses. Every 5 levels, this number goes up by 1.




So you could just have one weapon or armor that got better too?... But my main point is that I don`t agree with magic items beeing part of leveling, it feels wrong from a narrative sense and a game world logic perspective, even more so if you want a more or less sand box feel to it. I get why they did it, I just don`t agree with it!




Your armor and weapons would not get better.  YOU would get better.

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5 months ago  ::  Jan 05, 2013 - 3:48PM #16
Pashalik_Mons
Date Joined: May 17, 2009
Posts: 7,095

Jan 5, 2013 -- 2:50PM, ninjazombie42 wrote:

Jan 5, 2013 -- 2:34PM, LolaBonne wrote:

Jan 5, 2013 -- 2:32PM, ninjazombie42 wrote:

That doesn`t mean I want to use the inherent bonuses and have NO magic items!




Inherent bonuses still works perfectly for that.  Nothing says that you cannot use inherent bonuses while still distributing magic items as you desire.  Since the inherent bonus and any plusses granted by an item's enhancement bonus will not stack, it will not create an appreciable boost in power level.




Why couldn`t a just give the characters slightly higher level magic items or let the magic item go up in level as the characters go up in levels, or adding properties or powers to the item as they level up? Why can`t I say a fighter learned a new technique that gives him or her a +2 with long swords instead of a +2 long sword or why can`t the wizard just have learned a new way to use his or her staff? Maby +1,+2 and + weapons without properyies or powers could be mundane weapons, only really well balanced and well made, masterwork, not magic... There are tons of options that feels more right and are smpler than inherent bonuses.. Nut I digress! My point is that it shouldn`t be part of leveling and giving different inherent bonuses to all the characters is just confusing and is not worth it.



Look, it's pretty simple.  If you don't like the idea of the amount or power of magic items being tied to character level, inherent bonuses is one method you can use to fix it.  No one is telling you that you can't try something else if you want to, but if you ask how to pound in a nail, you shouldn't be surprised when people recommend a hammer.

Seriously, though, you should check out the PbP Haven.  You might also like Real Adventures, IF you're cool.
Knights of W.T.F.- Silver Spur Winner


4enclave, a place where 4e fans can talk 4e in peace.
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5 months ago  ::  Jan 05, 2013 - 4:08PM #17
elecgraystone
Date Joined: Apr 14, 2004
Posts: 1,413

Jan 5, 2013 -- 3:48PM, Pashalik_Mons wrote:

Jan 5, 2013 -- 2:50PM, ninjazombie42 wrote:

Jan 5, 2013 -- 2:34PM, LolaBonne wrote:

Jan 5, 2013 -- 2:32PM, ninjazombie42 wrote:

That doesn`t mean I want to use the inherent bonuses and have NO magic items!




Inherent bonuses still works perfectly for that.  Nothing says that you cannot use inherent bonuses while still distributing magic items as you desire.  Since the inherent bonus and any plusses granted by an item's enhancement bonus will not stack, it will not create an appreciable boost in power level.




Why couldn`t a just give the characters slightly higher level magic items or let the magic item go up in level as the characters go up in levels, or adding properties or powers to the item as they level up? Why can`t I say a fighter learned a new technique that gives him or her a +2 with long swords instead of a +2 long sword or why can`t the wizard just have learned a new way to use his or her staff? Maby +1,+2 and + weapons without properyies or powers could be mundane weapons, only really well balanced and well made, masterwork, not magic... There are tons of options that feels more right and are smpler than inherent bonuses.. Nut I digress! My point is that it shouldn`t be part of leveling and giving different inherent bonuses to all the characters is just confusing and is not worth it.



Look, it's pretty simple.  If you don't like the idea of the amount or power of magic items being tied to character level, inherent bonuses is one method you can use to fix it.  No one is telling you that you can't try something else if you want to, but if you ask how to pound in a nail, you shouldn't be surprised when people recommend a hammer.


Darn... And I was going to say rock! Tongue Out

Seriously though, the inherent bonus just meant that the math worked out right and it worked behind the scenes. Since it interacted well with the expectations of the game, it was pretty much a add and forget method of making things low magic items. If you wished level up items, you can do that also. Just pay the difference in magic budget. Or you can say the inherent balance IS the masterwork items you where talking about. Just cross out inherent and write in masterwork bonus. 

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5 months ago  ::  Jan 05, 2013 - 4:09PM #18
ninjazombie42
Date Joined: Dec 10, 2010
Posts: 271

Jan 5, 2013 -- 3:20PM, LolaBonne wrote:

Jan 5, 2013 -- 3:20PM, ninjazombie42 wrote:

Jan 5, 2013 -- 3:10PM, LolaBonne wrote:

Inherent bonuses are not confusing in the slightest.

At level 2, you get a +1 enhancement bonus to attack, and +1d6 critical dice.  Every 5 levels, these numbers go up by 1.
At level 4, you get a +1 enhancement bonus to all defenses. Every 5 levels, this number goes up by 1.




So you could just have one weapon or armor that got better too?... But my main point is that I don`t agree with magic items beeing part of leveling, it feels wrong from a narrative sense and a game world logic perspective, even more so if you want a more or less sand box feel to it. I get why they did it, I just don`t agree with it!




Your armor and weapons would not get better.  YOU would get better.




I get that, but I COULD just as well give them magic items that go better too

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5 months ago  ::  Jan 05, 2013 - 4:18PM #19
Plaguescarred
Date Joined: May 12, 2009
Posts: 16,564
In addition to 4E campaign and D&D Next playtest sessions, I am also running a AD&D 2nd edition campaign and i agree with the OP on many points.

Additional points that contrast with D&D Next during Playtest sesisons that we observed:  

1. Initiative: Rolling initiative every round slows combat greatly. D&D Next Initiative is both very fast and simple yet more organic with how you can interact in the Initiative Order with Ready An Action for exemple.

2. Facing: It has Facing rules that require extra tracking that generate to-hit bonus or deny shield or Dexterity bonus accordingly depending if you attack the rear or flank. D&D Next doesn't have Flanking rules yet and thus no additional complexity.

3. Healing: Limited natural healing put more pressure on magical healing reliance. D&D Next HD machanic really ease things. Magical healing is still required though.

4. Dying Rules: Death's Door rule put much more stress on PC and is more critical. D&D Next's more flexible Dying rules really favor survivability.

5. Saving Throw: A commun Saving Throw Table that start really high and descend slowly compared to D&D Next Ability Score saving throw vs DC is more intuitive D&D Next.

6. Profiency Check:  A ability score based Proficiency check that highly favor high stats PC compared to D&D Next  Ability check + Skill bonus vs DC is more intuitive in D&D Next.

And more...
Yan
Montréal, Canada
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5 months ago  ::  Jan 05, 2013 - 5:30PM #20
ninjazombie42
Date Joined: Dec 10, 2010
Posts: 271
What I don`t like about 2nd is the ability score reqirements for classes and the race limitations on classes and max levels for races in different classes... But there were optional rules to scratch that too, and the books incouraged houseruling and creativity And rules to make your own race and your own class, right there in the dmg!
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