I hate agree after reading the campaign manual for Forgotten Realms it seems to be twin of D&D setting. In the plots and rumors part I find there not enough hooks to create your own rpg campaign. If I was running a game now I would doing it from the 3.5 system. I would like to see stats for Giants and Titans (Giant Series covered this) To much emphasis on Menzoberran not enough on other Drow cities for example. I never like to run campaigns in cities where it is well documented in...
View full commentI hate agree after reading the campaign manual for Forgotten Realms it seems to be twin of D&D setting. In the plots and rumors part I find there not enough hooks to create your own rpg campaign. If I was running a game now I would doing it from the 3.5 system.
I would like to see stats for Giants and Titans (Giant Series covered this) To much emphasis on Menzoberran not enough on other Drow cities for example. I never like to run campaigns in cities where it is well documented in series of novels where there is a lot of cannon events.
PHB have been very useful to me and I do appreciate them.
It's a well written critique. I don't know how the brand survives. It is already split. A new edition will alienate everyone who invested in 4e and is unlikely to win converts from those who have stuck with 3e/Pathfinder. In the name of balance, fourth edition created a mechanic where all the defenses were passive. This made a magic attack feel the same as a melee attack. Without players making active saving throws, they were left waiting for their turn to come around ... a wait which was...
View full commentIt's a well written critique. I don't know how the brand survives. It is already split. A new edition will alienate everyone who invested in 4e and is unlikely to win converts from those who have stuck with 3e/Pathfinder.
In the name of balance, fourth edition created a mechanic where all the defenses were passive. This made a magic attack feel the same as a melee attack. Without players making active saving throws, they were left waiting for their turn to come around ... a wait which was often far too long, and involved waiting for almost irrelevent and jarringly unrealistic one turn long conditions to resolve. Ooh! Yea! I can turn invisible/fly/be insubstantial for six seconds! It makes me sad that they've boxed themselves into this corner.
As far as I'm concerned, there are two kinds of Save or Die mechanics. The easy ones are those wielded by the PCs. If the scope of your game doesn't revolve around small numbers of long, dragged-out encounters (for example, in politics-heavy intrigue games, or old-school-style megadungeons), save-or-die effects are a great way to deal with some kinds of foes *quickly*, while still depleting strategic resources. Hit point *percentage* thresholds (like the bloodied condition in 4e was) lose...
View full commentAs far as I'm concerned, there are two kinds of Save or Die mechanics.
The easy ones are those wielded by the PCs. If the scope of your game doesn't revolve around small numbers of long, dragged-out encounters (for example, in politics-heavy intrigue games, or old-school-style megadungeons), save-or-die effects are a great way to deal with some kinds of foes *quickly*, while still depleting strategic resources. Hit point *percentage* thresholds (like the bloodied condition in 4e was) lose the gloriously fast speed of resolution.
I think absolute hit point thresholds (like with Hold Person in the playtest), though, are *fantastic*. Two thresholds (say 10 hp and 50 hp) would lets you deathspell crowds of kobolds automatically, force a rival wizard to save or die, and have a dragon laugh it off every time, (as he should). The catch is that you have to discipline yourself not to use these abilities on PCs without making sure it has some mechanic to mitigate the effect. That means no randomly giving major demons no-warning deathspells that work on appropriately-leveled heroes. Looking at you, TSR and 3e. Monsters and NPCs exist only to suck and die, but players don't.
The real problem is attacks that kill or paralyze *PCs* in one hit with no warning. You could ditch them, but you're restricting yourself. Those *are* useful to two kinds of game. In a more gonzo game you might WANT PCs to die on a bad run of luck. Playing "Who got Gibbed the Hardest" is half the fun. And seventeen years of DMing has taught me that even if you run a less bloody game, the most dangerous form of this ability can create a lot of useful table drama and encourage players to come up with crazy schemes to evade it. but you need three things to keep it fair: the PCs absolutely *NEED* a warning, an avenue of escape, and a gimmick you can plan to avoid having to save (say, medusas and mirrors).
Save-or-die is a dangerous, but useful tool. Leave it in, but warn new DMs when you use it.
"The biggest drawback is that spellcasters and monsters have to be aware of a target's hit points to decide if an attack makes sense." Not necessarily. Just make sure that if the target FAILS their save, but is ABOVE the hit point threshold, he or she suffers hit point damage. For example: Medusa's Gaze Successful save: Negates Failed saved: If target has 30 or fewer hit points, target is turned to stone. Otherwise, target loses 20 hit points. I don't want to see...
View full comment"The biggest drawback is that spellcasters and monsters have to be aware of a target's hit points to decide if an attack makes sense."
Not necessarily. Just make sure that if the target FAILS their save, but is ABOVE the hit point threshold, he or she suffers hit point damage.
For example:
Medusa's Gaze
Successful save: Negates
Failed saved: If target has 30 or fewer hit points, target is turned to stone. Otherwise, target loses 20 hit points.
I don't want to see Medusa trying to chip away at PC hit points with a dagger or the snakes on her head. The gaze IS the key attack, and always should be.
Perhaps some of the bonuses could be moved to the description warlord class. A party without a warlord should not get a lot of situational bonuses, and their fights should be fairly fast. A party with a warlord should get a bonus when the warlord remembers to apply it.
View full commentPerhaps some of the bonuses could be moved to the description warlord class.
A party without a warlord should not get a lot of situational bonuses, and their fights should be fairly fast.
A party with a warlord should get a bonus when the warlord remembers to apply it.
I would like to see stats for Giants and Titans (Giant Series covered this) To much emphasis on Menzoberran not enough on other Drow cities for example. I never like to run campaigns in cities where it is well documented in...
View full comment
In the name of balance, fourth edition created a mechanic where all the defenses were passive. This made a magic attack feel the same as a melee attack. Without players making active saving throws, they were left waiting for their turn to come around ... a wait which was...
View full comment