This is something i totally agree with. another post mentioned splitting different spells up between different classes, but then you need all those classes to cover every magic need. Letting people do different things via flavor, makes the spells seem entirely different
I dont think the core rules need to give you that much flavor. Building a mechanic that lets you build your own background is much better. The fighter maneuvers and monk ki abilities are a great example. You can either chose ones that you like, or just pick and chose and slowly build your own fighting styles. By giving a base set of spells and abilites that all of that class has(set spell list) and then encounter powers that build your story.
Dear Jon, I notice there are 30 pages of material here, and, consequently, I'm going to assume this has already been addressed, however, I'd like to throw in my two cents as well: First, I just got done watching on YouTube your panel at GenCon, "The Future Look of D&D." Thank you for that panel and for the involvement of the community. I realize that the level of community involvement going into D&D Next is a huge endeavor and an added complication; but I think it has the great...
I notice there are 30 pages of material here, and, consequently, I'm going to assume this has already been addressed, however, I'd like to throw in my two cents as well:
First, I just got done watching on YouTube your panel at GenCon, "The Future Look of D&D." Thank you for that panel and for the involvement of the community. I realize that the level of community involvement going into D&D Next is a huge endeavor and an added complication; but I think it has the great potential to pay off, and pay off big - both for the company and the fans.
Second, my opinion on armor is largely similar to what you expressed in the panel: period, culturally and protectively appropriate (the last meaning that women get to wear REAL armor and not metal bikinis). That's great, and I love that direction. But, the concept art surrounding weapons concerned me. There were a lot that fell into the overly fantastical trap; they were neither functionally nor culturally appropriate. There is a certain amount of art to weaponsmithing, but it has always been more about function and NOT form. Simple, clean designs that aren't encumbering or unwieldy dominate for a reason: they're easier and faster to manufacture, especially in a time of need (a la war), and they allow greater proficiency during use. Also, though, I'd like to make sure that emphasis is placed in the culture, manufacture and design. These are three different, but related fields: what are the styles, line shapes, and minor artisanal accoutrements; what are the available materials and cultural proficiency in metallurgy (or stonework, etc.); and what type of weapons dominate due to combat and armor type (horseback, skirmish, large battlefield; chain, plate, lamellar) and what are the capabilities of their master craftsmen versus a village blacksmith. And, weight (though this is a detail issue). Almost every weapon listed in 3.5 was vastly heavier than real-world versions.
"Going off the grid" is referring not to 'unruled' battlemats, but playing without miniatures altogether. The tactical miniature game is so strongly assumed in 4E that modifying to play without them is certainly not effortless. Doable yes, but not effortless.
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These articles are excellent. It really helps me understand what designing and developing a board game might be like. And yes, Bly2729, the original concept was the game would be set in Dark Sun with the Sorcerer-Kings instead of Waterdeep lords! (See the previous article in the series).
I love the articles, but that may be because I also love board games. Its really nice to read about what when on behind the scenes. That extra agent card is huge! At DDXP, I was dealt the card and got it into play during my second round. I knew that having one extra turn for the rest of the game would give me the best chance to win (and win I did). Having played a lot of board games and identifying how powerful that extra turn would be was a key strategy, so even though I started out at...
View full commentI love the articles, but that may be because I also love board games. Its really nice to read about what when on behind the scenes.
That extra agent card is huge! At DDXP, I was dealt the card and got it into play during my second round. I knew that having one extra turn for the rest of the game would give me the best chance to win (and win I did). Having played a lot of board games and identifying how powerful that extra turn would be was a key strategy, so even though I started out at the bottom of the line, I slowly made my way to the top and then really garnered a huge lead in the last 2 to 3 turns.
The bonus points from the Lords was an awesome addition to the game!
As someone who has been playing DnD and running DnD campaigns for nearly two decades: players should never die. Player character death creates frustration, both in the affected player (if he/she did not see it coming) as well as in the other players ("what are we going to do now") but also for the DM. Game over usually means game over for everyone at the table. Death should never be a punishment for reckless behaviour of players. Talk things out before it gets out of hand. A worse penalty for...
View full commentAs someone who has been playing DnD and running DnD campaigns for nearly two decades: players should never die. Player character death creates frustration, both in the affected player (if he/she did not see it coming) as well as in the other players ("what are we going to do now") but also for the DM. Game over usually means game over for everyone at the table. Death should never be a punishment for reckless behaviour of players. Talk things out before it gets out of hand. A worse penalty for **** players is just to ignore their ramblings.
e.g.
Player A: I run into the orc camp, waking them all, so we can fight them all at the same time. LOL
Other players: What? No, we sneak about, trying not to wake anyone.
Player A: Too late, I already woke them. ROFL
DM: Player A's character decides it's a bad idea to wake up orcs, and doesn't. The party tries to sneak about... roll your sneak checks!
I've had players like that who usually stopped showing up after a couple of weeks
My characters die all the time ... ... and I love it. It makes the characters who do survive all the more memorable. When one of my characters reaches high level, it's an accomplishment. For a while, we tried this whole "nobody dies unless sdoing something foolish" approach. Reaching high level was no longer an accomplishment. It felt a lot like graduation: Player 1: "I made it to 20th level." Player 2: "Who doesn't?" So, we eventually went back a few steps to the...
It makes the characters who do survive all the more memorable. When one of my characters reaches high level, it's an accomplishment.
For a while, we tried this whole "nobody dies unless sdoing something foolish" approach. Reaching high level was no longer an accomplishment. It felt a lot like graduation:
Player 1: "I made it to 20th level."
Player 2: "Who doesn't?"
So, we eventually went back a few steps to the old way of doing it. Compare:
Player 1: "I made it to 20th level."
Player 2: "OMG! That rocks, bro!"