Hey Jon, Great work that pays homage to a great edition and Mr. Gygax. Recreating a book to match an existing book is MUCH harder than creating one from scratch!!! Your work is appreciated. I run into the same problems that you did recreating a book that has no existing digitals. My non-freelancing, "pay the bills" day job is as a graphic designer at the Center of Military History and occasionally, I'll have to recreate old WWII books that were written in 1945 and are into their 20+...
Great work that pays homage to a great edition and Mr. Gygax. Recreating a book to match an existing book is MUCH harder than creating one from scratch!!! Your work is appreciated. I run into the same problems that you did recreating a book that has no existing digitals. My non-freelancing, "pay the bills" day job is as a graphic designer at the Center of Military History and occasionally, I'll have to recreate old WWII books that were written in 1945 and are into their 20+ reprinting! It's part of an ongoing process to get rid of the old film negatives that the books were printed from in the past. How I do it is by cutting the binding of the book off (I know, folks reading this are passing out at the thought of cutting a D&D book up), then I run it through a high-speed bulk scanner, I then turn the scanned page image files into a single PDF and then OCR it (tough part is if there are tables in the book as OCR chews them up, I have to recreate the tables from scratch). I locate and scan the original photos from either our own archives or the National Archives collection, then lay the book out again in InDesign. The toughest thing in layout is getting the fonts to hold to a page without pushing or pulling. This is especially difficult if you are working to stick with the book's existing index. Getting an exact matching font is impossible (Times Roman is the worst as there are thousands of TR fonts out there) and even the slightest variation can throw the text flow off.
In a nutshell, I appreciate the work your team did on this project and thanks for sharing the process with us Jon!
Yep, yep! I had to do a similar project involving old newspaper articles. With all the bleed-through, it takes a lot of finesse and judgment to clean up and batch processing isn't always possible. I like the beautiful cover treatment on this re-creation.
I agree I keep looking at these dungeon command articles hoping for pics of minis and all I keep getting are cards which I could care less about. It's all about the minis! Heck I will probably buy the stupid box/game just for the minis and I will never even try the game.
I thought cover art in 3.5 was great! I loved the look of old tomes and books bound in blood, it felt more real than the clearly computer-art renderings of brightly colored races in 4.0.
All I want is a wizard that doesn't use vancian casting. That's still all I want. Don't give me a sorcerer or something else - I'd like a wizard, please. Sans vancian.
But the wizard isn't a D&D wizard if he doesn't use Vancian casting. I have been playing wizards since the dawn of "Eldritch Wizardry" and I wouldn't have them any other way. If they change the mechanic then change the name, it isn't a true wizard.
View full commentBut the wizard isn't a D&D wizard if he doesn't use Vancian casting. I have been playing wizards since the dawn of "Eldritch Wizardry" and I wouldn't have them any other way.
If they change the mechanic then change the name, it isn't a true wizard.
I think alignment and morale should be discussed before starting a new campaign. Your guidelines are good if the campaign gets the "good" or even "neutral to good" flag. When you happen to support all alignments for your party or play an outright evil or neutral to evil campaign, it shouldn't be too punishing if the party plays the previously chosen alignment correctly. Letting characters shift through alignments (slowly!) can make up great character development. However, there is a fine...
View full commentI think alignment and morale should be discussed before starting a new campaign. Your guidelines are good if the campaign gets the "good" or even "neutral to good" flag. When you happen to support all alignments for your party or play an outright evil or neutral to evil campaign, it shouldn't be too punishing if the party plays the previously chosen alignment correctly.
Letting characters shift through alignments (slowly!) can make up great character development. However, there is a fine line between "just playing your character" and "purely greedy" and "trolling/disruptive jerk". I wouldn't want either of the last two in my campaigns, but I welcome any player who can act morally grey (with reasons) from time to time. I also encourage my fellow players to discuss their morale and ethic regularly. Being a mature group, this comes in multiple layers of character personality (i.e. saving people you don't know or continuing with your plan to save your own, helping those who treated you badly or dismiss them even when in great danger)
If you happen to have a single "morale compass", and you as a DM like it that way, please encourage and help him. I know that it can be terribly annoying and frustrating to play a morally upright character when the rest of the group is more ambivalent and gets major success out of the more shady actions and outright evil deeds go unpunished. It is also frustrating to play, say, a paladin and be reduced to your goody goodness and have your complex character be otherwise ignored. Having two or more morally overlapping characters who tend to differ in ideals or plans might be the better idea than having only one shining beacon.
For our own groups, we tend to play good, though with different goals (one might be hedonistic, the other patriotic, the next completely altruistic). Therefore the compass would be somewhere between lawful and chaotic good, depending on characters. For evil campaigns, the compass tends toward lawful/neutral evil.
(I'm sorry, I haven't read the entirety of this thread, so apologies if this has already been suggested.) I don't like disengaging from melee being consequence free, but I'm not keen to reintroduce AsOO either. In our first playtest, in addition to heavily using (abusing?) the move before-and-after rules (shot-on-the-run style pop out from cover, shoot and pop back behind cover) we also had the issue of consequence free moves and hustles, enabling players to leave melee, run past other...
View full comment(I'm sorry, I haven't read the entirety of this thread, so apologies if this has already been suggested.)
I don't like disengaging from melee being consequence free, but I'm not keen to reintroduce AsOO either. In our first playtest, in addition to heavily using (abusing?) the move before-and-after rules (shot-on-the-run style pop out from cover, shoot and pop back behind cover) we also had the issue of consequence free moves and hustles, enabling players to leave melee, run past other players or enemies and out-distance enemies before they could react. We also scratched our heads over the reaction rules, wondering when one could react, how one could react (especially if one had already used one's action for the turn) and how much a reaction could involve. (The one reaction per turn limit did help with this.)
How about this mechanic:
You can not only take an action or free action as a reaction, but also a move reaction. If you've already had your move action (and action) for the round, then you can still take a move reaction with whatever portion of your movement for the round you have remaining. That is, if your movement rate is 30' and on your turn you moved 10', then attacked an orc, and then that orc tries to run away on its turn, you can chase it immediately as a reaction up to 20'. Or, being a reaction, you might be able to effectively move first and block its escape (the potential infinite regression here would be avoided since both you and the orc have a maximum movement for the turn - maybe the two of you would dance about each other a little so that effectively you slow the orc's escape. If two orcs are escaping, you can probably only slow/chase/catch one of them. But your adjacent party member might engage the other.)
If you've not yet moved or acted for the turn, then you can use your reaction to move to chase/block/slow the orc. If the orc was adjacent to you, then maybe you can use your reaction to attack it and then chase it.
(I ran out of characters.) I think the fairest thing would be to say that if you've already used your action this turn, then you can't use another action as part of your reaction. But you can still use your remaining movement or a free action to react. This would deal nicely with the following situation which arose: 6 goblins run down a dark tunnel with spears. Each wants to throw his spear from hiding (in the darkness) once getting close enough to see the invaders. Since they...
I think the fairest thing would be to say that if you've already used your action this turn, then you can't use another action as part of your reaction. But you can still use your remaining movement or a free action to react.
This would deal nicely with the following situation which arose:
6 goblins run down a dark tunnel with spears. Each wants to throw his spear from hiding (in the darkness) once getting close enough to see the invaders. Since they can move-attack-move, this isn't too difficult to coordinate (even for sneaky but stupid goblins), which means all 6 could potentially target one PC, which the PC might feel is a little unfair, especially if she's already acted for the round. (Of course, without a battlegrid, in the olden days circa 2nd Edition, we'd have simply said the 6 goblins throw their 6 spears before closing to melee and be done with it.)
But if she were allowed to react with her remaining movement, then after the first 2 goblins had thrown their spears (she's already implicitly reacting to those by defending herself - hence her AC) then she'd have the option to move to cover before the next two goblins can attack her perhaps. (Of course, being a reaction, she might be able to take cover while the first two goblins spears are still in the air toward her, but ONLY if she could see them in the first place.)
I'd be interested to know what others think. I might try it out in our next playtest.
PS: A less complicated variant would be to simply let a PC take a 5' step as a move reaction. This would be enough to step behind a wall (or another creature), or step into the path of a passing creature. Not sure how this would help with the disengaging from melee problem - maybe the reaction would provoke an opposed check to see if the fleeing creature loses its movement for the round? (It could still use its action to move its normal movement, but wouldn't get to hustle if it lost the contest.)
I like the racial archtypes created by racial penalties as well, but my playgroup is full of oldschool players anyway, so regardless of what the rules say, we never have Elves with 16+ Constitution; its just lore that we'll never let die. So whether or not they include the racial penalties in the mechanics, they'll always show up when ya want 'em to.
Floating bonus for humans: sounds pretty good. Bonuses in every stat as well? Not so much. I think it would serve the archetype of the adaptable, "everyone's unique" human better to have multiple floating bonuses (probably with a limit of +2 -- +3 at the most -- per stat) than to have static, across the board +1s. Humanity's adaptability comes from the adaptability of each individual, true, but also from the slough of differing abilities found when the race is taken as a whole. Additionally, I...
View full commentFloating bonus for humans: sounds pretty good. Bonuses in every stat as well? Not so much. I think it would serve the archetype of the adaptable, "everyone's unique" human better to have multiple floating bonuses (probably with a limit of +2 -- +3 at the most -- per stat) than to have static, across the board +1s. Humanity's adaptability comes from the adaptability of each individual, true, but also from the slough of differing abilities found when the race is taken as a whole. Additionally, I like the idea of racial penalties. An Elf and a Half-Elf should generally have similar wisdom, but the Elf should normally have the lower constitution score. I feel like the penalties -- in addition to making it possible to add more bonuses without becoming overpowered -- really make it possible for the races to each have a truly unique feel (and a truly unique physiology/personality).
It is a very smart idea to be able to incorperate both styles of play (TotM/grid) into one game system. Not only do you find both types of encounters (2 guards/big final battle) and both types of players' tastes. But it would create a great amount of flexibility in the game itself. That is what our imagination can do, now D&D might do it as well. I love the fact that a DM or module would have the freedom to say "You know, they would probably post a pair of guards." and be able to run it quickly...
View full commentIt is a very smart idea to be able to incorperate both styles of play (TotM/grid) into one game system. Not only do you find both types of encounters (2 guards/big final battle) and both types of players' tastes. But it would create a great amount of flexibility in the game itself. That is what our imagination can do, now D&D might do it as well. I love the fact that a DM or module would have the freedom to say "You know, they would probably post a pair of guards." and be able to run it quickly and effectively. Many a time my old groups tried to take out the guards quietly and flubbed the delicate proceedure. He he... Adding to other, often unforseen, complications. The designers want the system to be able to run with anything that could happen. Sweet!
This is intriguing, and I have to admit, I haven't really given much thought as to whether or not a particular encounter warrants grid and minis (I'm a bit of a grognard). This will be interesting to see. I'm actually going to start trying more TotM style combats in my games for the smaller encounters.
I'm a guy. I like pretty women. But all these bikini-clad or bare-midriff adventurers are ridiculous. It makes NO SENSE. It breaks immersion. And it makes it that much harder for many girls or young women to find D&D approachable. Also, as a guy who likes playing funny characters, I think the occasional funny-looking guy or gal is perfectly appropriate. D&D is about adventure, but there should be room for other elements, and one of those is humor. Don't make D&D so...
View full commentI'm a guy. I like pretty women. But all these bikini-clad or bare-midriff adventurers are ridiculous. It makes NO SENSE. It breaks immersion. And it makes it that much harder for many girls or young women to find D&D approachable.
Also, as a guy who likes playing funny characters, I think the occasional funny-looking guy or gal is perfectly appropriate. D&D is about adventure, but there should be room for other elements, and one of those is humor.
Don't make D&D so 1-dimensional (or even 2-dimensional). Leave some room in it for the real world to creep in, where sometimes you fall in love with the average-looking but wonderful girl...
One thing about #6 that I find strange is the notion of "If the fighter can get close, the wizard's dead." That seems to be the angry old-school consensus, along with the related "If the wizard can keep the fighter at a distance, the fighter is dead." Whatever happened to "I ready my bow and shoot him in his eye"? Why should a fighter's ranged attacks be less deadly than his up close ones, if he is truly versatile (#4 above). I admit, I do love the idea of balance across classes so I never...
View full commentOne thing about #6 that I find strange is the notion of "If the fighter can get close, the wizard's dead." That seems to be the angry old-school consensus, along with the related "If the wizard can keep the fighter at a distance, the fighter is dead." Whatever happened to "I ready my bow and shoot him in his eye"? Why should a fighter's ranged attacks be less deadly than his up close ones, if he is truly versatile (#4 above). I admit, I do love the idea of balance across classes so I never feel like my class was a bad choice unless I'm the one playing it badly. I don't want to be the wizard's caddie at high level anymore than I want to be his mommy at low level. I want him by my side, being awesome while I do the same. Our jobs aren't exactly the same, but I want to feel cool while I do mine and clap and yell encouragement as he does his. I very much loved the roles of different classes, and hoped that they would expand on that idea across classes. I wanted a wizard defender who wasn't a swordmage but instead used magic to up his defenses, who tanked the demon prince while wearing a dress and flip-flops, armed with a stick and a headful of hoodoo. One of the failings of 4th ed is they have never hammered out the martial idea enough to come up with a really good, solid martial controller. They took the idea of martial meaning "no magic at all" too far and painted themselves into a corner.
I actually totally agree a high level fighter should be able to hit a wizard with a bow attack, its just that on average arrows do less damage than heavy weapons since you don't get your str bonus unless you have a special bow, and this would mean it takes 3 or 4 rounds of arrows (whatever) to take down the wizard outright, giving the wizard hope of escape (teleport). I posted the earlier comment purely in response to #6 above suggesting that a high level fighter should be close to immune to a...
View full commentI actually totally agree a high level fighter should be able to hit a wizard with a bow attack, its just that on average arrows do less damage than heavy weapons since you don't get your str bonus unless you have a special bow, and this would mean it takes 3 or 4 rounds of arrows (whatever) to take down the wizard outright, giving the wizard hope of escape (teleport). I posted the earlier comment purely in response to #6 above suggesting that a high level fighter should be close to immune to a full assault of a high level wizard. I actually don't think of PC vs PC contests much when I play. I love playing wizards and I love playing barbarians, pretty much the two extremes role wise. I worry less about balance and more about fun.