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    • greywulf posted to his forum thread.

      June 11, 2012 at 6:45am
    • greywulf created a new forum thread on the DnD Next group.

      June 1, 2012 at 4:40am
    • greywulf created a new forum thread on the DnD Next group.

      May 28, 2012 at 7:18am
    • greywulf added a comment to WotC_GregB's blog post on the DnD Next group.

      Deadly Dice
      In this week’s Legends & Lore, Mike discussed a save or die mechanic....
      March 7, 2012 at 5:36pm
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      As someone who has been playing DnD and running DnD campaigns for nearly two decades: players should never die. Player character death creates frustration, both in the affected player (if he/she did not see it coming) as well as in the other players ("what are we going to do now") but also for the DM. Game over usually means game over for everyone at the table. Death should never be a punishment for reckless behaviour of players. Talk things out before it gets out of hand. A worse penalty for...

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      June 2, 2012 4:02 AM PDT
      My characters die all the time ...
      ... and I love it.
      It makes the characters who do survive all the more memorable. When one of my characters reaches high level, it's an accomplishment.
      For a while, we tried this whole "nobody dies unless sdoing something foolish" approach. Reaching high level was no longer an accomplishment. It felt a lot like graduation:
      Player 1: "I made it to 20th level."
      Player 2: "Who doesn't?"
      So, we eventually went back a few steps to the...


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      June 14, 2012 3:45 AM PDT
    • jskell27 voted in the poll, "Death in D&D".

      March 7, 2012 at 5:32pm
      2 people like this poll.
    • greywulf added a comment to WotC_GregB's blog post on the DnD Next group.

      Kings and Castles
      Remember when you hit that certain level when a whole bunch of cool stuff...
      February 23, 2012 at 11:53am
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      Totally agree w/Katalia369. Make it an option. It should -not- be automatic, and it should not be impossible or discouraged. It depends on what the group decides they want from the experience, and the D&D experience, IMVHO, isn't necessarily about magically attracting followers and receiving permission to build a stronghold at a set level -although if a player wants to hire people, or commission some kind of HQ, well, that should be possible and yeah, there should be rules somewhere for it,...

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      May 6, 2012 3:32 AM PDT
      Personally I like to run (I am almost always the DM in our campaigns) sandbox games. In other words, no set adventures, just engaging characters in a detailed world and I let my players decide what direction they want to take their characters. This means that I would like to have this option as my players tend to go for "conquering the world" type of ambition. For that you need armies, castles, followers, etc (I used a HEAVILY modified version of Birthright rules to do this, but I truly miss a...

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      May 24, 2012 8:07 AM PDT
    • mhbjarkistef voted in the poll, "Holdings and followers, if used at all, should be a backdrop for the characters’ further adventures.".

      February 23, 2012 at 11:48am
    • mhbjarkistef voted in the poll, "A DM should decide whether holdings and followers belong in the game.".

      February 23, 2012 at 11:47am
    • mhbjarkistef voted in the poll, "Characters should have the option to gain holdings and followers, but this shouldn’t be the default.".

      February 23, 2012 at 11:47am
    • mhbjarkistef voted in the poll, "Followers and holdings should define high-level play.".

      February 23, 2012 at 11:47am
    • Nills voted in the poll, "What do you think of high-level play?".

      February 23, 2012 at 3:52am
    • Nills voted in the poll, "What is your favorite element of high-level play (choose any that apply)?".

      February 23, 2012 at 3:52am
    • greywulf added a comment to WotC_GregB's blog post on the DnD Next group.

      A Quick Look at High-Level Play
      I once ran a 1st Edition D&D adventure where the player characters took a...
      February 23, 2012 at 3:51am
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      Post Script:
      Just read Marco9999's post, and sort of agree with that. One doesn't need to be able to kick a god in the danglies to be an epic character, and it can be fun to start as someone who's not special now but get's awesome later.
      However, not everyone likes to play that way. I certainly think that PCs should definitely feel above average by level three at the latest, because anything else isn't necessarily fun to play. If low-levels aren't different, people just start rolling...


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      July 17, 2012 2:13 PM PDT
      I like the idea of high-level play in a way as to its own game, if that makes sense. If I start playing low level characters, I prefer they progress through the world as it exists, rather than going beyond it. The original D&D knew this well enough, as things progressed back to Chainmail, with the characters leading the armies.
      While it's an RPG parody, take the Anniversary Edition of Paranoia as an example: the player begins as Troubleshooters, stomped on by the world, and can progress...


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      July 18, 2012 8:59 PM PDT
    • ghrneto voted in the poll, "Of the following choices, select any rules elements or character options you would like to see appear as part of an optional “rules module” in the next version of D&D.".

      February 13, 2012 at 7:15pm
    • ghrneto voted in the poll, "Of the following choices, select any rules elements or character options you would like to see appear as part of the core rules in the next version of D&D.".

      February 13, 2012 at 7:14pm
    • luchexx voted in the poll, "".

      February 13, 2012 at 3:44am

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