I love the flavor that creatures like this provide. It really helps to paint a picture of what else is out in the planes besides just gods and angels. The baku are especially beloved, though their art has always been ghastly. The idea of these asian themed tapirfolk (much like the pokemon Drowzee, the way I imagine them) that do battle with nighthags, feyrs, banderhobs and their ilk has always been a fun idea. The coatls likewise (except for in 3e, where their art is excellent) have suffered...
View full commentI love the flavor that creatures like this provide. It really helps to paint a picture of what else is out in the planes besides just gods and angels. The baku are especially beloved, though their art has always been ghastly. The idea of these asian themed tapirfolk (much like the pokemon Drowzee, the way I imagine them) that do battle with nighthags, feyrs, banderhobs and their ilk has always been a fun idea. The coatls likewise (except for in 3e, where their art is excellent) have suffered unfairly I think because of bad depictions. The camel-necked monkey guys honestly seem like they could be fun. I don't know that we need a ton of other sphynx-like animals with human heads, but really I am all for inclusivity--especially if the base concept can be developed into something new and cool. The little golden elephant things with tusks of blasting...ugh, well I'd like to see them maybe get some spin so they don't seem so blargarifically out there, or maybe left quiety undeveloped for a while until someone comes up with something cool to do with them. Honestly if my god sent a little golden elephant to me with a message (instead of a lantern archon or something) I'd be liable to think I'd done something wrong and ways being made fun of...
I really kind of boggled too. If anything after 4e what I'd really like to see is a lot more flavorful things that just populate the world, and less statblocks as a whole (one per creature is plenty--2-6 per creature almost killed me). I have so little use for dungeon fodder. I want what monsters there are to inspire fun stories, not hackfests.
View full commentI really kind of boggled too. If anything after 4e what I'd really like to see is a lot more flavorful things that just populate the world, and less statblocks as a whole (one per creature is plenty--2-6 per creature almost killed me).
I have so little use for dungeon fodder. I want what monsters there are to inspire fun stories, not hackfests.
Hmmm... You know, I hadn't thought of that last point. It seems that often DMs do exactly that--either they let you be a diplomancer or they just ignore your attempts to influence the NPCs. Now you've made me actually a bit interested in an interaction system like he mentioned, as long as it stays simple. As a somewhat related aside, the thing that used to bug me is when the DM would give NPCs rolls to see through a PC's disguise even when he is just walking down the street (or otherwise...
View full commentHmmm... You know, I hadn't thought of that last point. It seems that often DMs do exactly that--either they let you be a diplomancer or they just ignore your attempts to influence the NPCs. Now you've made me actually a bit interested in an interaction system like he mentioned, as long as it stays simple.
As a somewhat related aside, the thing that used to bug me is when the DM would give NPCs rolls to see through a PC's disguise even when he is just walking down the street (or otherwise not interacting with the NPCs). How does that count as justifiably suspicious? Whenever I disguised a PC, I always found myself reminding the DM from the get-go, so if he doesn't follow the rules, at least he knows he's departing from them and RAW is on my side. Something like this would at least give the players a tool to defend themselves from having their skills made irrelevant by un-called for DM fiat.
Yes, yes, and yes. We need a rule for *daily random encounters* at a minimum, and probably for getting lost in the wilderness. Sure hourly, isn't too far off of the classic 1 to 6 times per day check. But I think we can capture the spirit of the classic rules by reducing random encounters to 2 or 3 per day (say, twice during the day and once when camped overnight). I certainly hope it is included as a component of the exploration modules, since I love random wilderness encounters and long...
View full commentYes, yes, and yes. We need a rule for *daily random encounters* at a minimum, and probably for getting lost in the wilderness.
Sure hourly, isn't too far off of the classic 1 to 6 times per day check. But I think we can capture the spirit of the classic rules by reducing random encounters to 2 or 3 per day (say, twice during the day and once when camped overnight). I certainly hope it is included as a component of the exploration modules, since I love random wilderness encounters and long journeys, but 24 rolls per day is excessive for me (and you should have a chance when camping).
In related news, there ought to be an hourly city exploration rate. Every DM I know more or less handles city interactions in that way anyway. PCs split up, do their thing, and meet back up in a number of hours.
I once had mercenary-diplomats (really sorcerers) smuggle a band of berserkers into a castle courtyard by disguising them as furs and barrels with an illusion. They ended up holding the castle for months....
I once ran a variant of Crouching Tiger, Hidden Dragon (I had gotten a script months before the US movie release) for my players: they had to deliver an epic sword, the Green Destiny, to a merchant friend of the owner, but thieves attacked just after they delivered it.
Love this. I've always been upset by roleplaying worlds where the economy didn't make sense (who has 5 million GP hanging around to give you when you sell that magic item in the local town?), and this article fills a role that, though I never considered it, is totally necessary, AND also makes sense within the economy of the Realms. Thanks so much for this. I'd also pay money for a collection of these articles.
These articles are great for mining roles and jobs people are called themselves and by others in the realms. I had to look up most of some of the archaic terms on the dictionaries online, for actual literal definitions or word history. This article saves me time on running a flavor filled game with people with real modeled 'medieval' related time period roles in any community you might cross. I think that in our current age, when we don't usually read texts with those names of job roles...
View full commentThese articles are great for mining roles and jobs people are called themselves and by others in the realms. I had to look up most of some of the archaic terms on the dictionaries online, for actual literal definitions or word history. This article saves me time on running a flavor filled game with people with real modeled 'medieval' related time period roles in any community you might cross.
I think that in our current age, when we don't usually read texts with those names of job roles and the personalities and responsibilities to a community which (I am guessing really out on a limb here) so... those words have been lost in our info/tech centric age usage. At least that's the way it is and has been for me for many years, these articles (since most deal with 'mundane' filler) have helped me greatly. Keep up the work Ed, I enjoy it and its helpful.
Even if you never use more than 20% of these words in narration of your game or your game notes, then it was worth while to have come across them.
That's a little unfair, though. That's no fault of Next. Mines of Madness is specifically written to break/kill/maim the PCs, so it's really just the campaign. Besides, it wasn't a kill, technically. Magic spells could reverse the effects and if they went outside the coins would come back as the players.
I'm a little disappointed there isn't another part to this. The coins mean the other PCs technically aren't dead. They could go back in after assembling the coins back together to get their other characters back and continue on. Coins weren't death, just a curse. I feel like this ended prematurely, but it was still really fun to listen to.
Pondering the direction of skills. I asked myself what skills would I say I possessed in my life. Sadly, I can only think of two exemplary (Carpentry and Performance - day job vs. aspiring actor). My conclusion is this: *Skills are vague in most cases - Looking at Perform (not a listed SKILL in this iteration as yet), obviously there are many types of performance (Dance, Oration, Acting, Painting, Sculpting, etc.). So it seems to me that a general Skill (ARTISTRY) can represent a sub-skill...
View full commentPondering the direction of skills. I asked myself what skills would I say I possessed in my life. Sadly, I can only think of two exemplary (Carpentry and Performance - day job vs. aspiring actor). My conclusion is this:
*Skills are vague in most cases - Looking at Perform (not a listed SKILL in this iteration as yet), obviously there are many types of performance (Dance, Oration, Acting, Painting, Sculpting, etc.). So it seems to me that a general Skill (ARTISTRY) can represent a sub-skill or several.
*Skills can vary with type of game - DRIVE, for instance isn't necessarily a useful skill for a fantasy game where most vehicles are animal powered. Handle Animal you say? As would I, but, should Handle Animal be generalized to all animals? Can a horse trainer equally be a lion tamer? I say no. But, If we generalize Handle Animal and produce sub-skills therein (Horses, Lions, Dogs, etc.), we can say that a skill an be flexible contingent on another factor. What might that be? See below.
*Advancement - Should a character that makes little use of a certain skill advance the same as one who makes greater use? IMO, no. How do we progress then? This is where we are with our playtesting.
SUMMERY:
*Skills should be an optional, but in the basic package.
*The list should include general/specific skills (under different game types - fantasy, sci-fy, dark age, etc.) The ability score to represent should be flexible depending on the group (i.e. - Climb might be Str or Dex based or average of both).
*A skill that can be broken down into sub-skills can be adjudicated by ability score modifiers. Handle Animal (potentially based out of Cha) might cover one or more animal types based on modifier.
*Base Modifier - IMO the Skill Die works.
*Advancement - Feat based. All start with their (four?) skills (which may have subs, broadening variety) and beginning level Skill Die (d8?). Buy Skill advancement with feats - die increase, specialist, etc.)
I don't think creature types should have much if any mechanical consequence. I'd rather label creatures with keywords, so special effects can work on them. Hide from Undead needs the game to notate what is an undead creature, and an Amulet of Protection from Vegetables needs you to define what is a plant. But I don't want dragons inherently having different stats than bears. The complexity of 3e-era monster creation was WAY too high. 4e monster design suffered from divorcing mechanics from...
View full commentI don't think creature types should have much if any mechanical consequence. I'd rather label creatures with keywords, so special effects can work on them. Hide from Undead needs the game to notate what is an undead creature, and an Amulet of Protection from Vegetables needs you to define what is a plant.
But I don't want dragons inherently having different stats than bears. The complexity of 3e-era monster creation was WAY too high. 4e monster design suffered from divorcing mechanics from narrative a bit too often, but I did very much appreciate that you could decide how challenging you want a monster to be, and then simply fiat the stats to be in the right place. Keep that ideology, albeit with a mild requirement of some justification for stats (sure, the monster is supposed to be a challenge for a 10th level party, but why is its AC 20? is it slow and armored, or fast but vulnerable to being grappled?). Then add monster types as keywords only.
Much preferred the Origin, Type (Subtype) system from 4E than this. I understand that, without the core assumptions that 4E had, there would be problems in labeling something as having a Fey origin in a setting without a Feywild, I think this is one thing that the previous edition just plain got right. Although, when it comes to 5E monsters, I'd be happy just to see the Level and XP value at the TOP of the write-up
View full commentMuch preferred the Origin, Type (Subtype) system from 4E than this.
I understand that, without the core assumptions that 4E had, there would be problems in labeling something as having a Fey origin in a setting without a Feywild, I think this is one thing that the previous edition just plain got right.
Although, when it comes to 5E monsters, I'd be happy just to see the Level and XP value at the TOP of the write-up
I don't think so, a lot of 4E is making its way into Next. Sure the powers system is going away, but healing, tiers, some of the skills system, encounter building, and more are all very influential in the Next design.
I was going to make a comment about my disappointment in the lack of any 4E support for so long now and my group's lack of interest in D&D Next, but gladly it looks like so many of you have already stated this clearly. Do Mearls and the others read these comments like they read the D&D Next ones?
Umm, in my last session my level one party encountered a band of orcs. I went through both my magic missile spells, one of them empowered to do maximum damage, and I only killed one Orc. Granted, my first casting was split my missile between three different orcs (as they all were already damaged by a fire trap) but didn't kill a single one despite the fact that they were each already hurt. My second cast used my daily feat to empower them and two missiles hit one Orc and killed him, and one...
View full commentUmm, in my last session my level one party encountered a band of orcs. I went through both my magic missile spells, one of them empowered to do maximum damage, and I only killed one Orc. Granted, my first casting was split my missile between three different orcs (as they all were already damaged by a fire trap) but didn't kill a single one despite the fact that they were each already hurt. My second cast used my daily feat to empower them and two missiles hit one Orc and killed him, and one missile hit another Orc, and he still survived. After a short rest, I have one first level spell back, the fighter and rogue in the party have not lost any ability to do anything. This was just a random encounter on our way to a town (it was one Orc per party member) and it was our first encounter for the adventuring day. So I don't want to hear any nonsense about the uber power of magic missiles over other classes. Thank you.
Also, not a complaint, I am having fun playing my wizard, at least so far.
Maybe what they should do is have "classic" advancement, which is more of what we are used to and then "official advancement" for use in dnd encounters and living campaigns, as i suspect that's what is behind this move any way. Then people can chose. That could work but it involves not singling out the fast track approach as the default or "right" way to play. I know this for sure, it will fail miserable in its goal of attracting old school players back into the fold if they read that the...
View full commentMaybe what they should do is have "classic" advancement, which is more of what we are used to and then "official advancement" for use in dnd encounters and living campaigns, as i suspect that's what is behind this move any way. Then people can chose. That could work but it involves not singling out the fast track approach as the default or "right" way to play.
I know this for sure, it will fail miserable in its goal of attracting old school players back into the fold if they read that the default game is level every other session as it suggests the game was designed to again he something comlpleatly foreign to what they grew up with. As I said, I myself have been in games that house ruled quicker leveling tracks, and they were fun. But to define DnD as that kind of play won't go over well in winning people back.
Like: Managing dead level by making not so dead. I believe there are multiple ways in the standard version to ensure a character get more than HP increase at a level up. Maybe in the simpler version this is more an issue, but it comes with the reduced system. Maybe you could think of a way to reduce the levels instead. A level 5 in the simple version could be equivalent to a level 10 in the standard version. Like: Simpler spells. If a spell would create a fog, everyone would expect the fog...
View full commentLike: Managing dead level by making not so dead. I believe there are multiple ways in the standard version to ensure a character get more than HP increase at a level up. Maybe in the simpler version this is more an issue, but it comes with the reduced system. Maybe you could think of a way to reduce the levels instead. A level 5 in the simple version could be equivalent to a level 10 in the standard version.
Like: Simpler spells. If a spell would create a fog, everyone would expect the fog to hinder everyones' vision. If not, then it is a magical fog who can identify allies of the caster, or that lets the caster choose who can see through it. The basic fog version seems more appropriate. I believe magic should reproduce effects of the world. A fireball burns everything and everyone, not only the ennemies. Higher level spells, or more adept casters could eventually be able to circumvent some drawbacks, with feats and abilities for example.
Dislike: Complexity being an issue. I understand that a lot of people did not play D&D because it is complex. But there are a lot of them who like and want complexity. This is why you are making a simple version, a standard version and a even more complex one. If the game is too simplistic, it will loose some charm. The most complex version to me was Advanced 2E. Yet, I know a lot of players who started with this edition, and a lot who still believe it is the best ever. Trying to get more people onboard is a good thing, but is it not secondary to keeping those you already have ?
You can focus on finding a way to make it easier for non-player to get in all you want. I could even have a few constructive and positive comments to help. However, that is not what I am looking for in a game. The vast majority of people I know either play because they love it, do not play because they do not have the time to commit to it, or just find it from uninteresting to blatantly repellent. Instead, find a way to give us more time to play !
Some of my fondest memories of my first campaign involve copious amounts of krenshars (our DM just kept rolling them for random encounters somehow so we kept fighting them but no fight was ever the same).
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I have so little use for dungeon fodder. I want what monsters there are to inspire fun stories, not hackfests.
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