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Switch to Forum Live View Legends & Lore: A Change in Format
4 months ago  ::  Feb 04, 2013 - 3:27AM #11
Orzel
Date Joined: Aug 22, 2007
Posts: 3,202
Exploration rules!

Gotta see these mass combat rules.
Orzel, Halfelven son of Zel, Mystic Ranger, Bane to Dragons, Death to Undeath, Killer of Abyssals, King of the Wilds.

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4 months ago  ::  Feb 04, 2013 - 3:56AM #12
CarlT
Date Joined: Apr 10, 2009
Posts: 2,878
I wish the exploration rules were coming sooner then the next packet (probably a couple more months out).


He mentioned (in the podcast) that they were going to have some smaller releases like the Barbarian in the meantime.


Any chance we can get those exploration rules as one of those 'smaller releases?"


Carl   
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4 months ago  ::  Feb 04, 2013 - 4:21AM #13
Uchawi
Date Joined: Jun 22, 2010
Posts: 1,749
Hopefully the exploration rules look at use of skills in comparison to classes and out of combat utility. Drawing maps, versus getting into a long narrative where a host of questions arise, is another reason I started using grid at the table a long time ago. As to old school adventures, that has always been my preference in design. Escpecially when it comes in a series of 3 to 4 adventures.
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4 months ago  ::  Feb 04, 2013 - 5:10AM #14
thespaceinvader
Date Joined: Oct 28, 2010
Posts: 9,650
So...

How many more pie-in-the-sky undeveloped concepts can start getting thrown around two years into a three year design process?
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4 months ago  ::  Feb 04, 2013 - 6:10AM #15
SleepsInTraffic
Date Joined: Feb 12, 2009
Posts: 4,563

Feb 4, 2013 -- 3:56AM, CarlT wrote:

I wish the exploration rules were coming sooner then the next packet (probably a couple more months out).


He mentioned (in the podcast) that they were going to have some smaller releases like the Barbarian in the meantime.


Any chance we can get those exploration rules as one of those 'smaller releases?"


Carl   





I actually think that is what a listing here in L&L means.  That these rules will be soon appearing in micro updates.

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4 months ago  ::  Feb 04, 2013 - 6:59AM #16
Orzel
Date Joined: Aug 22, 2007
Posts: 3,202
I always wanted to create roles for exploration but I could never get it right. Mostly because the roles are more location based in exploration. 4e's skill challenges did help somewhat. While exploring I always asked who was doing what.

I guess for DDN its:


Wilderness
Mapper: Tracks enemies. Writes/read map to prevent getting lost.
Searcher: Actively searches for poisonous plants, natural traps, and predicts dangerous weather.
Spotter: Actively spots ambushes.
Lug: Carries the most stuff. Prevents team from slowing down.

Dungeon
Mapper: Writes/read map to prevent getting lost.
Searcher: Actively searches for traps and disarm minor traps
Spotter: Actively spots ambushes.
Lug: Carries the most stuff. Prevents team from slowing down.

It breaks down in Cities though.
Orzel, Halfelven son of Zel, Mystic Ranger, Bane to Dragons, Death to Undeath, Killer of Abyssals, King of the Wilds.

Constitution Based Class for Next!
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4 months ago  ::  Feb 04, 2013 - 8:10AM #17
Jenks
Date Joined: Apr 4, 2008
Posts: 2,493

Feb 4, 2013 -- 5:10AM, thespaceinvader wrote:

So...

How many more pie-in-the-sky undeveloped concepts can start getting thrown around two years into a three year design process?



Good thing it's only been a year

My two copper.



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4 months ago  ::  Feb 04, 2013 - 8:11AM #18
GilbertMDH
Date Joined: Nov 21, 2009
Posts: 399
The L&L covers some diverse ground, but most could be filed under the heading "DM tools." I like this. In each case (exploration, adventures, and mass combat) the R&D team identified issues that arose during playtesting  and is working on approaches to resolving those issues. The exploration and mass combat rules sound like modules that can be opted into when appropriate, and the adventure piece is about basic adventure design guidelines, with the primary goal of making the DM's life easier.

Rather then designing a systems out of wholecloth they are looking at specific parts of the play experience and ways they can  improve the experience.

So when it comes to rules for interaction don't ask "can I design a system for adjudicating non-combat scenes?" Instead ask "what problems have I (or others) faced when running non-combat scenes?"
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4 months ago  ::  Feb 04, 2013 - 8:14AM #19
Mithrus
Date Joined: Jan 29, 2005
Posts: 3,226

Feb 4, 2013 -- 6:59AM, Orzel wrote:

It breaks down in Cities though.


Depends on the city Granted, either rule set could apply for aboveground ruins. Having rules/guidelines for crowd navigation and city encounters would be appreciated.

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4 months ago  ::  Feb 04, 2013 - 8:24AM #20
thespaceinvader
Date Joined: Oct 28, 2010
Posts: 9,650

Feb 4, 2013 -- 8:10AM, Jenks wrote:

Feb 4, 2013 -- 5:10AM, thespaceinvader wrote:

So...

How many more pie-in-the-sky undeveloped concepts can start getting thrown around two years into a three year design process?



Good thing it's only been a year



You think that development wasn't going on for around a year before the first playtest releases?

I hope to goodness it was...

Harrying your Prey, the Easy Way: A Hunter's Handbook - the first of what will hopefully be many CharOp efforts on my part.
The Blinker - teleport everywhere. An Eladrin Knight/Eldritch Knight.

CB != rules source.
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