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    • Maxthemighty shared an article.

      May 19 at 11:48pm
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      I think the idea is that there is a difference between simple over land movement and a hexcrawl like exploration of an area of, say, 10 square miles. If all you want to do is travel the road 30 miles to the next village, then you are not really doing exploration in the wilderness. If you want to search a forested mountain valley for a fabled tomb of dwarf kings, then you need to do exploration one hour at a time. However, I think it could be beneficial to have a level of time increments to...

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      May 25, 2013 6:13 PM PDT
      What I like about the monster's having lots of descriptive flavor is that it actually makes the monster manual fun to read! I mean, sure, the stats are nice, but I really enjoy reading about the fluff behind the monsters. What motivates them, what do their lairs look like, who are their allies and enemies? The first beastery released for this play test had descriptions of monsters and it gave me a feeling I had not felt in a long time, a sense of wonderment and imagination just by reading about...

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      May 25, 2013 6:24 PM PDT
    • Maxthemighty shared an article.

      November 20, 2012 at 5:39am
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      I am not sure I will go through with it; I was just brainstorming. I was going for a noirish type of set up.
      I like demons as primal spirits, because there is a surplus of bad guy elemental types (giants, efrets, archons), not enough primal spirit bad guys, and Balors aside, they don't look very elemental. Besides, the notion that nature is out of whack has some storytelling potential.


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      November 26, 2012 10:13 AM PST
      Well said on the homebrewed monsters.
      December 4, 2012 2:46 PM PST
    • Maxthemighty shared an article.

      November 14, 2012 at 7:16am
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      Ultimately, I'd like to see this edition tread lightly with setting dependent material. This includes things like the social details of races, languages and the like. A lot of this material is OK for a 'default setting', but some thought should go into how this will interact with setting material.
      This is a general comment that extends to PC things like race fluff, language, and alignment.


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      November 19, 2012 6:51 PM PST
      The only thing I really don't like about the stat block is the average damage stat. I guarantee I will never use that rule, and it will only get in my way. I'd prefer that you stick with the old school damage dice plus modifiers only.
      November 24, 2012 11:15 PM PST
    • Maxthemighty updated their profile.

      September 30, 2012 at 8:31pm
    • Aldarin21 voted in the poll, "What Type of Monster Should Be Featured in the First Playtest?".

      June 27, 2012 at 9:35pm
      12 people like this poll.
    • Brapnor voted in the poll, "Does game flavor need to be directly supported by game mechanics?".

      June 24, 2012 at 8:58pm
    • Brapnor voted in the poll, "How many resources should a cleric spend healing allies?".

      June 24, 2012 at 8:56pm
      2 people like this poll.
    • Brapnor voted in the poll, "Should weapon damage have a type?".

      June 24, 2012 at 8:42pm
      4 people like this poll.
    • adembroski11 voted in the poll, "How important is racial choice to a character mechanically?".

      June 24, 2012 at 8:38pm
    • adembroski11 voted in the poll, "Should a character at negative hit points who receives healing add those points numerically to her total until she reaches consciousness, or should healing always grant positive hit points?".

      June 24, 2012 at 8:37pm
      1 person likes this poll.
    • Brapnor voted in the poll, "Should the fighter be broadly customizable to accommodate a wide range of warrior types or have a specific function in the game?".

      June 24, 2012 at 8:33pm
    • Brapnor voted in the poll, "Casters should make a check of some kind to set a DC for spell saving throws.".

      June 24, 2012 at 8:30pm
    • Brapnor voted in the poll, "Sometimes spells should require attack rolls and target defenses, and sometimes they should require saving throws.".

      June 24, 2012 at 8:30pm
    • Brapnor voted in the poll, "Casters shouldn't have to ever make spellcasting checks.".

      June 24, 2012 at 8:30pm
    • Brapnor voted in the poll, "Saving throws versus spells should not exist.".

      June 24, 2012 at 8:29pm
    • Maxthemighty added a comment to WotC_Trevor's blog post on the DnD Next group.

      What’s in a (Spell) Name?
      Melf. Tasha. Bigby. Leomund. Drawmij. Otiluke. Tenser. Evard. Other than...
      June 24, 2012 at 8:27pm
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      I really like the idea proposed by Kayal. Alternate names in stat blocks allow the best of both worlds with the added bonus of providing additional inspiration for roleplaying
      1 person likes this discussion post.
      June 24, 2012 6:27 PM PDT
      I find this an absolutely brilliant idea. It keeps the history of the game while presenting options that doesn't exactly fit. One might even go as far to say that several versions of the same spell exist in a world, but the manifestation remains different with each variation (Example: Bigby's Crushing Hand may appear different in some way than Zarumon's Crushing Hand). I don't propose the difference to be enough to actually matter mechanically, but visual cues and flavor could differ that...

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      October 26, 2012 7:23 PM PDT
    • mhbjarkistef voted in the poll, "Should eponymous spells be part of the core game?".

      June 24, 2012 at 8:25pm
    • mhbjarkistef voted in the poll, "Should warrior characters be able to make extra attacks as they gain higher levels and at a diminishing penalty to the attack roll (3rd Edition)?".

      June 24, 2012 at 8:23pm
    • mhbjarkistef voted in the poll, "Should warrior characters be able to make extra attacks as they gain higher levels and at no penalty to the attack roll (1st Edition)?".

      June 24, 2012 at 8:23pm

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