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    • Klaus_Mogensen left a new comment on DnD Next .

      I have to agree. There are several excellent ideas in the latest package, but...
      December 31, 2013 at 6:34am
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    • Klaus_Mogensen shared an article.

      December 17, 2012 at 6:30am
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      1 person likes this external article.
      I think each class having the maneuver mechanic should have a different die size equal to the size of his hit dice: example, the fighter should have 6 d10 expert dice at high levels, when the monk has 6 d8 and the rogue 6d6.
      Also, on the subject of weapon choices, every characters had time only to learn two (2) weapons in the list given to his class, except for the fighter, who his better trained with weapons, who learns how to use two groups of similar weapons. His damage with such a...


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      January 4, 2013 7:37 AM PST
      To clarify, there is no difference between background and profession. More skills are needed, but profession is a category which helps define the character's skills. A woodcutter, for example, would be recommended to have the skills Climb, Drive, Gather Information, Plants Knowledge and Use Rope, while the ability of a woodcutter to fell trees would be described narratively, without specifying restrictive limits such as how long it takes or how much damage a falling tree would do. A character...

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      January 6, 2013 8:44 PM PST
    • Klaus_Mogensen shared an article.

      November 6, 2012 at 9:24am
    • Klaus_Mogensen shared an article.

      October 28, 2012 at 2:10pm
    • Klaus_Mogensen shared an article.

      October 26, 2012 at 4:48am
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      "The DM controls what you get", while 100% true, is an awful excuse for bad design. Are we going back to the 3.5e days when the DM had to research all the game's exploits to know which prestige classes to ban?
      October 27, 2012 4:35 AM PDT
      Its not an excuse for bad design, Nalehw, the whole point is that different groups react differently, and different scenarios need different things. That is the point of having a DM. You give the DM all the tools he needs, and he decides what tools to use. That is "GOOD" design.
      Most players and DMs want to emulate the fantasy tropes out there in books and movies, and to do that, they need items that grant ungodly power sometimes, that are only there, then gone, once their done with their...


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      1 person likes this discussion post.
      October 28, 2012 3:54 PM PDT
    • Klaus_Mogensen shared an article.

      October 19, 2012 at 3:56am

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