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Sticky: Discuss: LFR Campaign Guide v2.5
2 years ago  ::  Aug 02, 2011 - 6:05PM #1
soccerref73
  • LFR Global Admin
Date Joined: Aug 11, 2006
Posts: 581
Greetings...

I am about to upload a draft of the LFR Campaign Guide v2.5.  This version will be effective at Gen Con Indy on Thursday 04 August 2011.

I realize that there is not much time between now and 04 August 11 for people to provide feedback.  I am sure that there are typos, mistakes, and ambiguities in the new version.  So, I am putting the DRAFT watermark on this version.  However, as we have done in the past, people who show up at Gen Con can use the draft rules (for example, character themes) without penalty.  I will make sure that this is emphasized at the Gen Con DMs meeting.

I have once again reworked major sections of the text in this release (in particular I rearranged a number of sections and I got rid of a LOT of bullet points).  There are still more bullet points than I would like and I know that the organization can still be improved (don't worry bgibbons I haven't forgotten about our conversations). I feel like this version is an improvement but I am only calling it v2.5 because I don't think it is all the way to v3.0 yet.  

Because so much text got moved around, I couldn't really use the "mark changes in red" trick. Most of the document would have been red.  Instead, I am going to post a list in this thread of what I consider to be the intended, substantive changes.  (There actually aren't that many, but a couple of them are significant.)  Please post if you find something that you think is a substantive change (i.e. the rule used to be X and now the rule is Y) that I do not call out in my next post so that I can look and see if it was an intended change or an accidental change.  I am also interested in folks kindly reminding me of things that I said I would fix in this version (in other forum threads) but did not in fact fix in this version.  

Note that I have not uploaded the file as of this writing.  I am creating this thread so that I can link to it in the document (for which I need a URL).  Then I will PDF and upload the document.

Thanks in advance for constructive feedback and suggestions!
Talk to you later --

Sean
----
M. Sean Molley | sean [at] basementsoftware [dot] com
LFR Global Administrator
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2 years ago  ::  Aug 02, 2011 - 6:35PM #2
soccerref73
  • LFR Global Admin
Date Joined: Aug 11, 2006
Posts: 581
Doc is now up on www.livingforgottenrealms.com (front page under Campaign Documents).

Direct link (ZIP): www.livingforgottenrealms.com/docs/LFRCa...

Direct link (PDF): www.livingforgottenrealms.com/docs/LFRCa...

Changelog to follow 
Talk to you later --

Sean
----
M. Sean Molley | sean [at] basementsoftware [dot] com
LFR Global Administrator
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2 years ago  ::  Aug 02, 2011 - 6:39PM #3
captpike
Date Joined: Aug 1, 2010
Posts: 797
this could just be me but can you remove the requrement for ALL divine classes to have a god?  runepriests learn their power like wizards and do not need a god to give it to them.

not a big deal just though I might mention it
Insulting someones grammar on a forum is like losing to someone in a drag race and saying they were cheating by having racing stripes.

Not only do the two things not relate to each other (the logic behind the person's position, and their grammar) but you sound like an idiot for saying it (and you should, because its really stupid )
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2 years ago  ::  Aug 02, 2011 - 6:41PM #4
Dielzen
Date Joined: Jun 4, 2004
Posts: 1,505

You may only have one "active" divine boon or other alternative reward. There is no limit to the number of divine boons and similar rewards that a character can acquire, but only one of them can be active at a time. Any time you take a short rest or an extended rest, you may choose which of your available boons is active.




Was there a heads up on that?

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2 years ago  ::  Aug 02, 2011 - 6:46PM #5
Dielzen
Date Joined: Jun 4, 2004
Posts: 1,505

Rather than make a change to this Campaign Guide every time we want to update an adventure or a certificate, we have created a separate LFR Campaign Errata document to house these corrections and clarifications. You can download this file from www.livingforgottenrealms.com.



Any ETA on the date this document will hit the website?  Will Horrid Ritual Cubes be allowed at the convention?

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2 years ago  ::  Aug 02, 2011 - 6:49PM #6
soccerref73
  • LFR Global Admin
Date Joined: Aug 11, 2006
Posts: 581

Any ETA on the date this document will hit the website?  Will Horrid Ritual Cubes be allowed at the convention?




The document will be up sometime on Wednesday, I think.  We did change (but not ban) the ritual cube and those who don't like the change can turn it in to get their found-item slot back.  At any rate until there is an official change posted to the site, the item remains what it is, and I don't expect that all players will get the word in time for Gen Con anyway.

Talk to you later --

Sean
----
M. Sean Molley | sean [at] basementsoftware [dot] com
LFR Global Administrator
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2 years ago  ::  Aug 02, 2011 - 6:52PM #7
captpike
Date Joined: Aug 1, 2010
Posts: 797
this is why all magic devices need a self-descruct on them, when they save it blows up
Insulting someones grammar on a forum is like losing to someone in a drag race and saying they were cheating by having racing stripes.

Not only do the two things not relate to each other (the logic behind the person's position, and their grammar) but you sound like an idiot for saying it (and you should, because its really stupid )
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2 years ago  ::  Aug 02, 2011 - 6:55PM #8
22_Over_7
Date Joined: Feb 1, 2008
Posts: 3,471
Seems like High Level Character Creation has reverted to the L-1/L/L+1 system for starting magic items, although you can take Uncommons with them.  This strikes me as fair (although the past system also struck me as fair, so maybe I'm just easy to please?).
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2 years ago  ::  Aug 02, 2011 - 7:00PM #9
thecasualoblivion
Date Joined: Apr 1, 2007
Posts: 6,344
The item rules for characters started at a higher level have changed:

Old

1. Generic item bundles(any uncommon item of the bundle's level or any common item of the bundle's level+2) of your level, your level-1 and your level-2.

2. Gold equal to the GP value of an item of your level-1+100g which can only be spent on common items.

3. Sacrifice all item slots, including the one for your current level.

New

1. Items(common or uncommon) of your level-1, your level, and your level+1

2. Gold equal to the GP value of an item of your level-1+100g which can only be spent on common items.

3. Sacrifice all item slots, except the one for your current level.


The worst parts of the last CCG have been removed, in particular the lack of an open found item slot when starting at a higher level. You can now get an uncommon item of your leve+1, and level 5 characters can take Iron Armbands of Power, and level 11 Characters can get level 12 Uncommons like Jagged Weapon+3 and Dwarven Armor+3.

Higher level starts get a bit of a boost, and level 5 starts I would call on par with characters leveled from 1. Level 8 and level 11 get a bit hosed on the 7/10 item slots they lose, not being able to get important pieces of uncommon gear that aren't the big 3(Weapon/Implement, Armor, and Neck) without major hassles, as they have no flexibility outside of their three chosen items since gold can only be spent on crappy common items. 11th level characters are going to have pay a severe price for getting Claw Gloves, Iron Armbands of Power, and such.
...whatever
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2 years ago  ::  Aug 02, 2011 - 7:02PM #10
Mommy_was_an_Orc
Date Joined: Apr 25, 2002
Posts: 4,975
Seems generally good. Three notes:
What's 20% of the cost of a mount that is acquired via found item slot? i.e. if you spend a found item slot on a mount, it dies, what is 20% of the cost?

It has gone back to the +1/0/-1, one found item slot for created characters? No +2 levels for Common items?

It might be a good idea to mimic the WotC update errata format by making a last page that quickly describes what the major changes were since the last document.
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