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    • InvisibleMouth shared an article.

      January 28 at 5:34pm
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      1 person likes this external article.
      After reading this article about advanced rules and all the options they intend to give us ... wow, this is gonna be the best version of D&D ever, by far, hands down, holy ****. I mean critical hit tables, hit locations, rules for keeps etc etc etc... whatever your group wants, you can run it. This is the way D&D was always meant to be baby! Take my money and publish this sh*t now WOTC!!!!
      1 person likes this discussion post.
      February 12, 2013 3:17 AM PST
      For clarification' sake, the playtest rules consist solely of what will become d&d basic, right? That is, the final product will have far more (optional) depth and variety than what we're seeing at this point?
      February 18, 2013 6:55 AM PST
    • InvisibleMouth added a comment to WotC_Trevor's blog post on the DnD Next group.

      Playtester Profile - Dragonette
      Why don’t you start off by telling us a little bit about you and your...
      January 22 at 11:08pm
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      I considered that, but she finishes that sentence by talking about how 5e's simplicity allowed her to get a group together. That means the she has been unable to get a group together for years, because the previous editions were too complex.
      So, she hasn't played at all (not even as a DM) for years. At least, that's what she wrote. Here it is again"
      "I'll have to admit it's hard for me to compare directly because it's been years since I've been able to play (which is one of the great...


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      December 16, 2012 5:34 AM PST
      Their goal with 5e is to bring back players that aren't playing. If you are already a 4e customer, they could have just kept selling you splat books until the cows came home.
      January 22, 2013 9:08 PM PST
    • InvisibleMouth added a comment to WotC_Rodney's blog post on the DnD Next group.

      D&D Next Q&A: Racial Ability Scores, Cleric Options & Monsters
      You've got questions—we've got answers! Here's how it works—each...
      January 22 at 10:22pm
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      Maybe it's protective stupidity or a general unawareness of what's supposed to be causing fear to them, due to a sheltered lifestyle.
      January 4, 2013 10:55 PM PST
      Reading my 4th Edition PHB from 4 years ago:
      "This is the 4th Edition of the DUNGEONS & DRAGONS game. It’s new. It’s exciting. It’s bright and shiny. It builds on what has gone before, and firmly establishes D&D for the next decade of
      play."
      So ... what's up? Why is WotC rewriting this franchise from the ground up ... again .... 6 years ahead of schedule?


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      January 22, 2013 8:22 PM PST
    • InvisibleMouth shared an article.

      January 13 at 2:41am
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      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...


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      May 31, 2012 10:55 PM PDT
      "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...


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      January 13, 2013 12:41 AM PST
    • InvisibleMouth shared an article.

      January 12 at 6:12pm
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      1 person likes this external article.
      I see worries that tracking expertise over the course of a long round could pull players out of the story.
      You could represent expertise dice WITH ACTUAL DICE.
      If you have 5d6 in XD, then stack 5 six-siders in front of you at the start of your turn. If you use 2 on attack, they go into the center of the table. You can then use the remaining 3 on parrying, attacks of opportunity, etc.
      This prevents the need to track anything in your head.


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      January 12, 2013 3:37 PM PST
      You could split XD into Expertise Dice and Damage Dice.
      When a player gains an XD according to currently rules, give fighters the choice to gain a "Damage Die" instead, that adds to every attack. Then get rid of Deadly Strike. This will let players differentiate between "Simple Fighter" and a fighter with a variety of combat options.
      Alternatively, replace XD with "Action Points", but still give fighters the choice between "one action point" and "one damage die" at key levels. Then,...


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      January 12, 2013 4:12 PM PST

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